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llSitTarget Question

Travis Lambert
White dog, red collar
Join date: 3 Jun 2004
Posts: 2,819
12-07-2004 14:34
Hi!

I had a question regaring Teleport scripts that use llSitTarget. My basic understanding is that the limitations of teleporting with this function are that llSitTarget only works a maximum of 300m, and only within the same sim.

As probably everyone knows, the root object holding the TP script needs to be at 0deg rotation, else 'unexpected' results are seen.

And therein lies my question. How "unexpected" are these results?

I'm wondering if its possible to "Teleport" across adjacent sims by exploiting llSitTarget with rotation, or some other means.

I know that if I have my Script/object combination set improperly, instead of teleporting to my intended destination, I'll end up at the other end of another adjacent Sim. Can this be controlled somehow?

Ultimately, what I'd like to do, is teleport from one sim to a location in an adjacent sim (within 300m of course). Anyone have any ideas on how I might be able to capitalize on these "unexpected" results to acheive my goal?

TIA!
Rysidian Rubio
Ruby Red Head
Join date: 14 Jan 2004
Posts: 263
12-07-2004 14:55
The results aren't really "unexpected". It's just that the rotation is taken into account when calculating the position you'll end up at with the sittarget.

Eg. when the prim is at zero rotation and has a sittarget offset of <1,0,0> you will end up 1m to the west (or left) of the prim.

However if the prim is rotated 180degrees around it's z axis (so it faces the opposite direction) then you'll end up 1m to the east of the prim and facing the opposite direction.

As for sit-teleporting to another sim you can try it but will usually get horrible results which seems to be caused by the sim's not being told that you are leaving one sim and entering another (as happens normally when crossing a sim border), and you usually end up phantom and bouncing all over the place.