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Odd Teleporting Script

3Ring Binder
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Join date: 8 Mar 2007
Posts: 15,028
01-29-2010 18:56
I am trying to find a teleporting script that will teleport TO an object (or objects to each other) without using coordinates. Is there such a script?
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Innula Zenovka
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Join date: 20 Jun 2007
Posts: 1,825
01-29-2010 19:14
Yes, there are. The ones I make use llRegionSay() to communicate, then use llGetObjectDetails(id,[OBJECT_POS]); to find out where the other one is, and then WarpPos or PosJump to get there when you sit on them.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-29-2010 19:15
they'll all use coordinates, it's just a matter of how they get them. the script has to have some way of knowing where to go before it goes there.

it could be an undirected move in a particular direction, or something that that gets the targets position via some sort of reporting (bullet collisions, announcing, get object details, etc)... I'm not sure there are any that are freely available, but it depends on the exact order and requirements of the action.
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Innula Zenovka
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Join date: 20 Jun 2007
Posts: 1,825
01-29-2010 19:18
From: Void Singer
I'm not sure there are any that are freely available
Txmasterg Ping's Terra Teleporter - Mark V.2.1 on xstreet is full rights.
3Ring Binder
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Join date: 8 Mar 2007
Posts: 15,028
01-29-2010 19:31
what i mean is, let's say i make a prim that might get moved around once in awhile. i want my stationed teleporter to find that prim no matter where it is.
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Innula Zenovka
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Join date: 20 Jun 2007
Posts: 1,825
01-29-2010 19:57
In that case (assume there's only one target, for the sake of simpicity) have the target always listening on some very negative channel that nothing else on the sim is likely to be using, have the teleporter use llRegionSay() to say "where are you?" when you sit on it, listen for a reply on that channel, and, in the listen event, when it hears back from the target, use llGetObjectDetails(id,[OBJECT_POS]) to feed a destination to PosJump and tp there.
3Ring Binder
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Join date: 8 Mar 2007
Posts: 15,028
01-29-2010 20:11
thank you. :)
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-29-2010 20:31
of, you can cut down on one listen, by having the randomly movable object report it's position whenever it stops moving... actually all it need to do is say "here I am", the rest can be gotten from it's key in your bases listen
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Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
01-30-2010 02:40
You can completely cut out listen if you know the objects key, "oKey":
vector oPos = llList2Vector( llGetObjectDetails( oKey, [OBJECT_POS] ), 0 );
This line goes in the tele porter script and gives the objects current position.
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