Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

A teleport agent idea

Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
05-05-2003 12:47
I know the teleport home is disabled, but when its fixed here is a great idea for the development of inworld games...

Have a script call that will teleport an agent on click or collision to a scripted location...Yes I know this could be abused in great means, but could if put in place correctly, with appropriate safeguards, be a cool addition to maze, FPS, treasure hunts, etc.......
_____________________
From: 5oClock Lach
With a game based on acquiring money, sex, and material goods, SL has effectively recreated all the negative aspects of the real world.


Mega Prim issues and resolution ideas....
http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/
Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
05-05-2003 13:10
Are you asking for a PERMISSION_TELEPORT constant maybe?
_____________________
Sarcasm meter:
0 |-----------------------*-| 10
Rating: Awww Jeeze!
Kathy Yamamoto
Publisher and Surrealist
Join date: 1 May 2003
Posts: 615
05-05-2003 13:33
Now all we need are bullets that do no harm but force a teleport to preset coordinates. That way, we would have a marvelous NON-lethal weapon. We could even issue it to all police officers - when we have some in the future - as an excellent alternative to violence.

It would also make a fine defense system. Intruders who trip it can be simply teleported off my land.

If we have someone being naughty at some gathering, we can simply send him home or to see the local cops.

Having a script that will teleport touchers can be very handy. We can even set up a teleport terminal with specific destinations for each door, or pad. Step on the pad marked Willie's and pop up at the front door.
_____________________
Kathy Yamamoto
Quaker's Sword
Leftist, Liberals & Lunatics
Turtlemoon Publishing and Property
turtlemoon@gmail.com
Mark Busch
DarkLife Developer
Join date: 8 Apr 2003
Posts: 442
05-05-2003 14:16
If you are having problems with indruders, you can use a script that will kick people of your land... I have a script that will keep a list of all people you don't want on your land and kick them off. You can edit the list with voice commands. IM me in game if you want to buy it.
Kathy Yamamoto
Publisher and Surrealist
Join date: 1 May 2003
Posts: 615
FEATURE REQUEST
05-06-2003 10:30
Thanks Mark. I'll talk to you in-game.


Otherwise, I guess I want to request a feature. Can we have script calls that allow transpotation to specified coordinates?

Also, it may be there already, but I'd like to be able to transport someone who steps in the proximity. In otherwords, I'd like to be able to create a booth/pad that will transport anyone who stands on it to a destination I - or the user - specifies. I'd like to make a series of transporters that will go - for instance - through a tour. Very handy for taking newbies around the world.

Or, I'd like to be able to provide a terminal of transporters that take you all over the world instantly - whether you have the landmark yourself or not.

I'd also like to be able to charge a minimal amount below the standard cost - but that's another issue ;-)
_____________________
Kathy Yamamoto
Quaker's Sword
Leftist, Liberals & Lunatics
Turtlemoon Publishing and Property
turtlemoon@gmail.com
Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
05-06-2003 15:33
Yea Kathy, this is pretty much what I ment as the suggestion could be applied :-) there are many usefull things that can be done with it but also many exploits like the teleporting bullets...
_____________________
From: 5oClock Lach
With a game based on acquiring money, sex, and material goods, SL has effectively recreated all the negative aspects of the real world.


Mega Prim issues and resolution ideas....
http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/
Kathy Yamamoto
Publisher and Surrealist
Join date: 1 May 2003
Posts: 615
05-07-2003 13:38
I can see a lot more good than bad from this. It is true that I could make a bullet that would teleport you far away. (In fact, I have statted elsewhere that that might not be such a bad thing in a defensive device - as long as everyone understands that there may be repercussions in its use.) But the good out weighs the troublesome, I feel.

Just the concept of replacing those long lists of landmarks, or those long flights, or those expensive Company teleportations.

How about getting rid of elevators? Or even doors?

The mind reels.
_____________________
Kathy Yamamoto
Quaker's Sword
Leftist, Liberals & Lunatics
Turtlemoon Publishing and Property
turtlemoon@gmail.com
Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
05-07-2003 14:15
I would not be comfortable with this unless it requred a permission first.

Here is one example why:

I make a pad at point A that detects a collision and teleports to point B. At point B I put a pad that detects collisions and teleports to point A. Then I go and make these pads invisible and 10m * 10m wide. Now anyone who walks by is sucked into my vortex of hell. They get teleported repeatedly with no way to stop it.

What I would like is if the permission were built in - a window pops up that says "Adevice owned by Bplayer wants to teleport you to Clandmark (Dsim, X, Y)". However I also see the advantage of getting the permission to teleport someone in the begining.... sorta. I think I still wanna know every time where it is I will be going.
Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
05-07-2003 17:11
Very good idea Ama, that concept could be used to avoid most abuses of this. I also think that there could be (for a game area) a dialog that grants permission for any in a specified area, to get permission b4 hand. Or the uses of this in games could be pointless.
_____________________
From: 5oClock Lach
With a game based on acquiring money, sex, and material goods, SL has effectively recreated all the negative aspects of the real world.


Mega Prim issues and resolution ideas....
http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/
Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
05-07-2003 18:10
I understand that Charlie, but my question is how long does this permission last? If I say yes thinking its a game and get sucked into a trap, finally get out and then walk by again later only to get sucked in cuz it already has my permissions .....

If the dialogue didn't say exactly where they are going, but still asks every time, then it could be made part of the game. You could have a maze that was nothing more than a series of non connected rooms each with a teleport 'door' in each wall.

If acceptance could be detected (aside from the movement of the AV) then 'rewards' could only be given if they teleport .... ie you found the treasure but when you click on it you don't get it unless you agree to the teleport.

I am just very weary of giving anyone control of my AV to teleport wherever they like, as often as they like, for as long as they like.

I think all three of those need limits.

Maybe there should be a couple of ways of doing it. You can do it without telling where to if it is a short teleport (llTeleportAgentClose() ), if you want to teleport further distances then you have to use a different call that says where you will be teleporting them. And maybe the grant permission to teleport has in it a time parameter which is revieled to the person being asked - "soandso wishes to be able to teleport you for X minutes".
Mark Busch
DarkLife Developer
Join date: 8 Apr 2003
Posts: 442
05-08-2003 03:05
Ben Linden told me that they were thinking on an idea of spawn-points. I'm not sure in what way this is better then just telport but I guess they can figure something out (they're smart you know :)
It is important that the teleport call can not be exploited to harras people or make the game unplayable.