One-way walls
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Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
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04-25-2009 18:03
Yet again I am trapped in a shop where I flew in through the wall but can't fly out again, even at exactly the same point. Have to teleport out instead. What is the secret of these one-way walls? And is it acceptable to use them to trap people like this?
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
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04-25-2009 18:36
From: Drongle McMahon Yet again I am trapped in a shop where I flew in through the wall but can't fly out again, even at exactly the same point. Have to teleport out instead. What is the secret of these one-way walls? And is it acceptable to use them to trap people like this? They aren't 'one way walls'. Your ability to fly through walls depends on your speed. When you're flying free, you can get some good speed going, especially with a flight assist. Hit a wall right, and you'll go through (Slower speeds = thinner wall ability). It's harder to get up to speed inside of a building, because there are things in the way, so it's harder to get out. It's still possible, if you set a flight assist to Plaid, and just ram the wall from as far away as possible.
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Windsweptgold Wopat
Registered User
Join date: 24 May 2007
Posts: 1,003
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04-25-2009 20:00
Like the post above if your flying not even very fast but Rezzing is slow you canbe caught inside a building. My advice stop flying over large areas and TP instead
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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04-25-2009 20:21
I always seem to get stuck INSIDE a prim.. some cut cylander prim in the corner of a shop or something.. I always manage to hit that weak face at JUST the right speed, then I get stopped by the next prim, and can't get out of the prim in the corner.
Usually easily solved by sitting on another nearby prim.
There *IS* such a thing as a one-way wall.. but more often than not it's just the physics engine being slow while you're flying fast.
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Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
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04-26-2009 01:41
No. I know the get-stuck-in-rezzing-stuff thing. This is not that. It happens long after all is rezzed, and it happens you don't have to be flying. You can walk through it one way but not the other. It's a real trap!
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Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
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04-26-2009 01:57
Ah. I solved it. It's because the wall is right up against the sim boundary. I guess you sort of start penetrating it before you are in the same sim as it, so the physics doesn't work. I set up a plywood sheet on the sim edge on my own land and it did the same. I'll have to see if that's a known bug in the jira. I still suspect it's use in the case I found is deliberate.
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Tabliopa Underwood
Registered User
Join date: 6 Aug 2007
Posts: 719
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04-26-2009 01:57
Is quite a few self-pusher scripts you can get. they just use llPushObject(yourself) or llSetForce()
Usual command is something like /3 push 500. 500 or whatever, being how much power you want to apply to throw your avatar straight ahead. Can smash your way through anything with one of these most times. They very useful if you explore a lot, get stuck and cant sit your way out.
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Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
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04-26-2009 02:17
Oh no! it's even more wierd. Experiments with the plywood wall near sim edge.... I can walk through it in either direction as long as my default camera position (or something...the location in the title bar) camera remains in the adjacent sim! So I can put the wall 0.2 m inside one sim, walk right through it, pan the camera round to see myself the other side, even rest view!, and still walk back through it. But as soon as the position changes to the same sim as the wall, by whatever means, I can no longer walk through it. I suppose it's the same effect as falling through the road at sim boundaries .... physics just don't work across sim edges.
Walking at normal speed, I can get through it before the location indicator changes, even with it 2m inside the other sim!
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
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04-26-2009 02:30
From: Drongle McMahon or something...the location in the title bar That's your avatar's position. Crossing sim boundaries is not an immediate transition, and there's some lag while you're transferring over, causing your avatar to continue walking, without truly being there. As soon as the data all catches up, your avatar pops back to the 'real' location. As for sim boundaries and objects...yes, they have issues. Things go a bit wonky, which is understandable considering you're being passed off to another physical location in the real world. It takes a bit of time, both for the server, and for your client application to get the data, so things behave oddly.
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Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
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04-26-2009 02:55
Not quite. From sim A I have walked through the wall in sim B, panned the camera into sim B so I can see myself, and watched for 10 minutes. The location still says sim A(256). S it does not catch up unless you go further. I am about 0.8m inside sim B, with no part of me overlapping sim A. I guess there is an extra virtual 1m (after all, 256 is impossible with base 0) shelf of overlap which you have to cross before being officially in the next sim. If I rez a box in sim B, the one I am standing in, I can't sit on it and the error message says I am not in the same sim.
Confirmed with a prim. The location does not flip until you are more than 1m into the adjacent sim. So I guess the physics doesn't work until you are 1m inside the sim and that allows you to walk through walls. If you are moving fast, you can get further before the flip.
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Tabliopa Underwood
Registered User
Join date: 6 Aug 2007
Posts: 719
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04-26-2009 04:02
From: Drongle McMahon I suppose it's the same effect as falling through the road at sim boundaries .... physics just don't work across sim edges. They just work a little bit differently. Is a space between -1 and 257 between sims that sometimes is referred to as the DeadZone. And you get into the DeadZone -1 or 257 depending on which way you moving. As you are discovering is some interesting things happen in there. Some other examples: if you move into the Dead Zone and stop at 257 then you appear to be nearly 2 metres physically in the next sim but sensors report you in the other. If you on a vehicle and you stop in the dead zone, then apply impulse power to your engines, the power is everlasting (it shouldnt be) and you will fly off forever unless you do something to correct this. And you can get your avatar to go phantom as well in the DeadZone and not be sitting on anything and you can move anywhere in the sim after that and be immortal. If anyone doesnt know about the power or phantom thingy and are stationary in the DeadZone, and you can move them then they will go flying off forever as well, and worse if they also get caught in the server serial race handoff thingy because of other stuff also happening, then they pretty much toast and have to relog. Is a dangerous place the DeadZone, for avatars anyways =) Like you finding out is kinda fun to play in the Dead Zone. And I have been really interested in reading about your adventures and discoveries there =) LL going to fix all this oneday to make it safer for vehicles and avatars to cross and that will be a good thing. PS. I never going tell anyone how to go phantom because is no point in being able to do this really. And because the last time I show on JIRA how to orbit people into negative space under Havok4 and ask that it be fixed, then I get lots of grief inworld from people for showing this. PPS. The power thingy is not a biggie really because is easy to combat. And most people not stop still there anyways. And while can also be used to orbit people insanely like in Havok 1, is not easy to accomplish and is dependent on the serial thingy and is not always reproducible on demand.
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