Teleport Agent Home
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Samy Tomsen
Registered User
Join date: 25 Feb 2007
Posts: 51
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02-01-2008 18:03
Hi, i got a problem and don't know if it is possible to solve it with the sl script language. I don't find any solution yet. My problem is , we got a property on the surface we got a private place at 306meters in the sky we got a commercial business. Because of that we cant activate red ban lines. So i make a script ejecting the agents entering the property. But after so many people were ejected i found out that there is a problem if many people teleport to our club in the same time SL teleports people to the surface instead to the fixed landingpoint in 306 meters. I don't know why but it does that often. So if i teleport those people home it is bad for our guests they don't know what happens and maybe never come back to our place. So i'm looking for a solution. I tried to make something else then teleport home i want to teleport them to the LandingPoint in 306 Meters OR solve that Landningpoint issue that those people don't arrive at the surface. I already build second and third floors under the floor the people arrive but that doesn't solve the problem 
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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02-01-2008 19:26
Personally, I don't know about the problem of folks ending up at the surface instead of the routed landing point, but if it's happening, your options are limited. It's kind of aggressive to be teleporting folks home without some warning interval anyway, and in this case you'll probably need a pretty long one, to give folks enough time to collect their wits after landing, and give them an option to teleport to the club level. Now, how to get them teleported there? You could use either a warpPos or llSitTarget teleporter, but then they'd have to rez and find it first. You could chat the teleport URL (a la "secondlife:///app/teleport/YourRegionName/128/128/306/"  at them in the warning/welcoming message, but I'm not sure it wouldn't sometimes put them right back on the ground where system teleport incorrectly dumped them before. Another far-out option would be to consider it a "feature" and build a little physics-based "elevator/gondola" contraption that hoisted them up to the club with much thematic fanfare. But that would be relatively difficult (and slow).
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Samy Tomsen
Registered User
Join date: 25 Feb 2007
Posts: 51
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02-01-2008 20:21
Give them time or put a teleport on the ground wasn't a good solve i tried that befor the most of them exploring the land running trough our livingroom. using poseballs lay in the bedroom .... And its not 1 or 2 persons a day. Its 1-2 persons each 10 minutes.
How can i send them such a blue dialog box with a landmark they can just click. That would be some work arround. Then i eject them to the telehub of the sim and then they can just click the landmark again.
Some minutes ago i got the same behavior. I teleported to something i found with the search function. Right after i arrived there i accidently clicked on teleport again. Teleport begins and put me right onto the surface, the landingpoint where i was befor was in the sky on a plattform. Is there a function to set the landingpoint coordinates by a script? Then i could alternate that position every timing event and maybe reduce these problems.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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02-01-2008 21:33
You could llGiveInventory() a landmark for the business level, but it will use the system teleport to get them there when they click it, so they still might end up back on the ground, I guess. (Just for completeness, there's also llMapDestination() but it only works from a touch event or in attachments, so won't be useful here.)
I don't think there's any way to set a parcel landing point from a script; there's not much about a parcel that scripts are allowed to change except media streams. But I'm not sure that would help much because it seems as if it's the system's teleport function that's sometimes b0rked, not the landing point itself.
FWIW, I think you could use whitelist banlines at ground level without keeping people out of the business at 300m. Unless I'm mistaken, I believe those "allow group" access restrictions only go 50m above ground level, or something like that. This would just bounce the folks off the ground-level parcel, though, which wouldn't be very customer-friendly.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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02-02-2008 17:44
I believe all access restrictions apply up to 768m. Any possibility you could swap the business and the private residence, so that the public one is at ground level?
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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02-02-2008 19:43
From: Hewee Zetkin I believe all access restrictions apply up to 768m. Any possibility you could swap the business and the private residence, so that the public one is at ground level? I like the idea of swapping of business and residence for this problem, if it works for the OP's needs. I just spent some quality(?) time struggling unsuccessfully with the knowledge base, wiki, and jira to find any kind of reference, but I'm still pretty sure that "whitelist" access restrictions (not open to public but open to specified groups and individuals) only go to 50m above ground level, but the "blacklist" (of those explicitly banned) is effective to 800m above ground level. I just fly over restricted access parcels when they get in the way, and don't have to go all that high. But anyway, it's not a graceful solution to the stated problem because it's hard to tell where you'll end up when you TP to a restricted parcel..
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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02-02-2008 20:06
Hmm. I seem to recall something about the maximum of a fixed simulator height and a certain height-above-ground. Not sure what that was for though. No-script areas? No-fly? Access? The height where flight requires assistance? Multiple of those? I really can't recall.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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02-02-2008 20:46
ban lines, no script, no object entry all have limited ceilings... 50-100m above ground level if memory serves, blacklist bans go straight through the roof iirc.
back in the days of telehubs the trick to kickstarting your AO in no script hubs, was to fly straight up untill the script kicked in, then go back down.
similarly scanner bots could fly over your parcel if they were high enough.
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