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Discussion: 1000m Menu-driven Intra-Sim Teleporter

ConductorX Nieuport
NO LONGER RELEVANT
Join date: 29 Nov 2007
Posts: 86
12-18-2007 04:59
From: Nicolette Beebe
There is no way I know of to force an AV to sit on the object with a llDialog, so, in my humble opinion the answer is: No

However, it would be possible to do that after you have already sat. But the sit is still required.


I really like this script, it works great in my skyscraper. I created the pad and got it working in the lobby. Then I copied it and placed one on each floor. Now I can transport anywhere in the building directly.

I have seen teleporters that work without sitting. My building came with teleporters that only need to be touched to activate. The problem with those teleporters is they only travel from floor to floor. To arrive at the top of the building requires 10 teleports. I'm at a loss on this one.

I need to learn more about scripting I guess.

"G"
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
12-18-2007 07:27
Yeah, there's no one right way to do this. The way I script warpPos teleporters is a little different: the warping prim is set so that a left-click does Sit On Object, and upon sit it pops up the destination dialog, warping when the dialog response gives the destination. The good thing about this is that it's really two clicks: one to sit, one to choose the destination. The bad thing is that you have to choose the destination each time, which is more clicks in the case where the passenger is going to the same place the last passenger just went.
ConductorX Nieuport
NO LONGER RELEVANT
Join date: 29 Nov 2007
Posts: 86
12-18-2007 08:44
Yes but once you sit.... a menu pops up and when you select a destination to go there correct? If that is the case would you mind sharing. That sequence makes more sense to me.

"G"
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
12-18-2007 09:16
From: ConductorX Nieuport
Yes but once you sit.... a menu pops up and when you select a destination to go there correct? If that is the case would you mind sharing.
Sent you a copy in-world; prim is full-perm and script is copy+mod (so you can open it and cut-and-paste into your own if you ever want to give it away). Destinations are defined in a notecard in each teleporter. (Maybe someday I'll network the things, but I think some folks are selling networked teleporters, so I'll stay lazy for a while.)
ConductorX Nieuport
NO LONGER RELEVANT
Join date: 29 Nov 2007
Posts: 86
12-18-2007 09:38
From: Qie Niangao
Sent you a copy in-world; prim is full-perm and script is copy+mod (so you can open it and cut-and-paste into your own if you ever want to give it away). Destinations are defined in a notecard in each teleporter. (Maybe someday I'll network the things, but I think some folks are selling networked teleporters, so I'll stay lazy for a while.)


Thanks much, you are the best. What would the advantage be for networking teleporters? I don't really see an advantage in my case. (all transports in same sim and on same land)

"G"
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
12-18-2007 09:59
From: ConductorX Nieuport
What would the advantage be for networking teleporters?
They basically set themselves up automatically. You just plunk one down at a destination, name it, and then all the others in its set automatically know about that destination and it knows about all the others. The basic feature isn't terribly complex but there are some usability design decisions: how can a user most easily define "sets" of teleporters? How / when to detect and remove a destination that's disappeared? Is there an administrative interface, or is setup accomplished just by setting names and descriptions, and/or with notecards? That sorta stuff.

Besides networking, another area in which teleporters differ is access control. For example, maybe only certain users should be able to teleport to the penthouse. With such functionality comes a whole bunch more "administrative usability" design questions.
ConductorX Nieuport
NO LONGER RELEVANT
Join date: 29 Nov 2007
Posts: 86
12-19-2007 04:36
I set them up last night and they worked great. I did have a problem with it not allowing non-group members to transport. In the code IF statement I just removed the command to check the passenger group membership.

I am using these on mainland property. All on the same land. I have my eye on some nearby beach property and I may set one up to teleport over there if I get the land.

Can't say thanks enough.

"G"
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Bobbyb30 Zohari
SL Mentor Coach
Join date: 11 Nov 2006
Posts: 466
12-19-2007 18:12
Very useful. Its really nothing more than warpPos with a menu.
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Vitality Lollipop
Registered User
Join date: 15 Sep 2005
Posts: 21
02-09-2008 11:13
Is this an easy script you can just add to a prim and be on your way? Also I have visited an area where there was an elevator that took me straight up no stops to 3500 meters. I want to know how is this possible when I see by this script we cant go higher then 1000?
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
02-09-2008 12:22
From: Vitality Lollipop
...I have visited an area where there was an elevator that took me straight up no stops to 3500 meters. I want to know how is this possible when I see by this script we cant go higher then 1000?

It has to be using physical movement (e.g. llMoveToTarget()). You can't do non-physical movement above 768m, and with a 300m sit target, that's only going to get you up to about 1000m (if sit targets are really just restricted to 300m in each coordinate direction, that's only another 220m or so too). That's not even close to 3500. So it was an altogether different solution.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
02-09-2008 13:38
519.615...

how fast was your 3500m climb? (and why the heck would anyone put an elevator that high?)
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
02-09-2008 13:55
As pointed out, what you encountered had nothing to do with teleporting but physical movement instead.

Here is how you do something like the elevator:

https://wiki.secondlife.com/wiki/High_Altitude_Rezzer
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Vitality Lollipop
Registered User
Join date: 15 Sep 2005
Posts: 21
02-09-2008 19:03
The climb was pretty fast, Its at Zee and Zora's look in search to find it if you want to check it out. Thank you Jesse for script I will try that one out :)
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