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Contact Teleporter?

Tristan Torgeson
Second Life Resident
Join date: 26 Oct 2004
Posts: 3
07-29-2005 16:26
I'm creating a special item for an SL RP that is supposed to teleport someone who bumps into it to another location. I can get the object key of the agent that hit the item, now all I need is a command or routine to send the agent/avitar to a vector (offset from location, like the Unsit TP scripts?)... any help?
Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
07-29-2005 16:52
From: Tristan Torgeson
I'm creating a special item for an SL RP that is supposed to teleport someone who bumps into it to another location. I can get the object key of the agent that hit the item, now all I need is a command or routine to send the agent/avitar to a vector (offset from location, like the Unsit TP scripts?)... any help?


Congratulations, you've found the great bugaboo of Second Life existence.

There is no such function; this is why the "sit-port" is so popular. The best you can do is send someone to their home point.
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Max Case
Registered User
Join date: 23 Dec 2004
Posts: 353
07-29-2005 16:56
However there are ways you can fake it:
ie - on contact, rezes object around Avatar, then drags them to whereever you want, fast.
Ushuaia Tokugawa
Nobody of Consequence
Join date: 22 Mar 2005
Posts: 268
07-29-2005 17:05
You could llSay the vector to an attachment which could then use llMoveToTarget to position the avatar properly.
Tristan Torgeson
Second Life Resident
Join date: 26 Oct 2004
Posts: 3
07-29-2005 17:16
Thanks all for the help. Ushuaia Tokugawa: That's what I've decided on. Will post back when the scripts are written and I've tested the system.
TXGorilla Falcone
KWKAT Planetfurry DJ
Join date: 4 May 2004
Posts: 176
07-29-2005 17:40
Yes I wish there was a way to make a gateway teleporter that worked via Volume Detect

althou this rezzer Idea isent half bad and mabe possable to get a similar effect.
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Tristan Torgeson
Second Life Resident
Join date: 26 Oct 2004
Posts: 3
07-29-2005 18:09
Hm, problem. No methods of moving an object seem to work while it's attached to the avitar...
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
07-29-2005 18:41
All physical movement calls work on an attachment. llMoveToTarget(), llApplyImpulse(), llSetForce(), etc.
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Max Case
Registered User
Join date: 23 Dec 2004
Posts: 353
07-29-2005 19:28
the problem is, if you are using an attachment, then target has to own it - you cannot just ask for permissions to attach.
(unless they have changed the behaviour - this was something i noticed form a few verisons ago)
However, if it is a prim the envelops the target, then moves them, no attach is required. This fits more with the behaviour you described - of someone bumping into an object.
Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
07-29-2005 19:37
What MIGHT work... and this is something I'm about to adapt for myself since I seem to running into some greifer-stricken environments to make my pay, is a tranparent setpos vehicle. It looks like you're still just walking, BUT.... a vehicle could also respond to commands from another device... idunno.
Toneless Tomba
(Insert Witty Title Here)
Join date: 13 Oct 2004
Posts: 241
07-29-2005 22:50
I've done a decent amount of investigating of different tp & transport methods, one that's kinda fun a little clunky and you have to have a line of sight. Actually got it to work, once. You get your collision, grab the key of the av, remotely send that key either via email or shout to the destination object. Use llPushObject() but using a negative force to pull instead of push. (Depending on the distance you'll have to play around with the impulse vector to get the av in the general area.) Then you'll need to use a sensor on the destination object to detect the av when in range to make correction for short bursts to pull av to destination object. If you get it right the av will stick to the object and with a collision of that av you can stop puling and rez a platform. Voila. (I didn't say it was simple, but it worked, lol.)
Max Case
Registered User
Join date: 23 Dec 2004
Posts: 353
07-30-2005 06:44
As far as the push object method goes, a simpler way is to just use a Launcher and a Catcher at the receiving end to remove momentum- both with llVolumeDetecct(TRUE) so you don't have to bother with sensors.