llUnsit() bugged across sims?
|
WhiteFire Sondergaard
Registered User
Join date: 17 Jun 2005
Posts: 21
|
08-18-2005 03:13
I have an object who's sit target is about 10m into the next sim over. However, when I llUnsit() the avatar who sat on the object, it lifts them up and the "stand up" button vanishes, however, they are still stuck in a sitting pose.
I've tried various combinations of timing, and even got animation privs so I could try stopping the "sit" animation, starting the "stand" animation, etc. All with no luck.
In fact, using an attachment I have that runs through all your animation keys to stop animations also can't remove the sit. The only way to stop it is to sit on the ground and stand up (or relog, etc.)
Anyone seen this before? Have a workaround?
- White
|
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
|
08-18-2005 05:30
The only workaround is to llUnsit the person directly after they sit down (without any delay) or to have the sit target in the same sim and just move the object over. I noticed this problem as well a while back when I was toying with sit teleporters across sims.
_____________________
---
|
WhiteFire Sondergaard
Registered User
Join date: 17 Jun 2005
Posts: 21
|
08-18-2005 08:22
Hmmmmmm. Interesting. Thanks for the reply.
|
WhiteFire Sondergaard
Registered User
Join date: 17 Jun 2005
Posts: 21
|
08-18-2005 09:10
I have it checking for intersim sits now, and even llUnsitting with no delay still causes the animation bug... Kinda freaky.  Anyone else have any ideas?
|
WhiteFire Sondergaard
Registered User
Join date: 17 Jun 2005
Posts: 21
|
08-18-2005 09:20
I turned off llUnsit entirely when sending someone to another sim, and interestingly enough, the client does not think your sitting when you arrive (animation asside). I had figured people could manually stand on arrival, but...
Maybe the client and/or sim loses track of sit status when crossing sim boundries?
|
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
|
08-18-2005 09:21
Your best bet is to have them sit on a temporary object and move them to the new location, then.
_____________________
---
|
WhiteFire Sondergaard
Registered User
Join date: 17 Jun 2005
Posts: 21
|
08-18-2005 09:27
Hate to reply to a reply of a reply of my own, but... I was wrong. Got some logic backwards. You CAN leave someone sitting after they arrive, and if they stand up, all is good.
Unsitting without a delay however does not work.
|
WhiteFire Sondergaard
Registered User
Join date: 17 Jun 2005
Posts: 21
|
08-18-2005 10:44
From: Jeffrey Gomez Your best bet is to have them sit on a temporary object and move them to the new location, then. Yep, looks that way... I even tried having the destination pad llUnSit() you on a collision, but the collision (volume detect or otherwise) is not triggered while you are seated. It's kinda sad I can get them to where I want them, but leave them in a broken state in the process... 
|
WhiteFire Sondergaard
Registered User
Join date: 17 Jun 2005
Posts: 21
|
Further investigation
08-18-2005 21:26
Ok... so, I though to myself, if I can detect that I am there, I'll be able to unseat myself in the target area. So, I had the target telepad do a very short range scan for avatars. It does not pick you up until you unseat, even though you apear directly on top of it. So I tossed down one of the freebee AVDetectors between the two pads, and it saw where I was just fine... After screwing around I found that if I increased the destination pad's scan range to include the source pad, it would start returning me in the scan... and give the real position. So for a scan, it cares where the object you are seated on is. However llDetectedPos() returns where you are seated (appear to be). BTW: having the destination object unseat you, once it was able to see you, just does nothing at all. Does not bug you, does not unseat you, etc. This is seriously bugged. Anyway, I have pretty much given up on llSitTarget() teleportation over sim lines. Unless someone wants a teleporter that works fine if you don't mind standing up on the other end.  - White
|