Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

decting Parcel lines in scripts

Valradica Vanek
Registered User
Join date: 1 Aug 2006
Posts: 78
02-09-2007 06:05
Anyone know of a way to detect "no entry" parcels with a script. Flying vehicles seem to get all tangled up and just plain botched if they hit one of these boundaries. It would be nice to know a few meters ahead of time so decisions could be made to avoid them.

Any clue would be helpful
Andy Enfield
Hippo Technologies CEO
Join date: 22 Nov 2005
Posts: 79
02-09-2007 06:20
llGetParcelFlags(vector pos) will return some info on a parcel; see if that will return any of the data you need.
Gaius Goodliffe
Dreamsmith
Join date: 15 Jan 2006
Posts: 116
02-09-2007 14:48
Hmm. I usually just bounce off ban lines, unless it happens during a sim crossing, in which case llGetParcelFlags will probably not help. Does it work across sims? I know the function for fetching parcel name/desc does not. An alternative would be to fire a sensor ahead of the ship and relay back what it detects, or just have it fly ahead continuously -- the former approach won't work where you can't rez objects, and the latter will likely get auto-returned. :(

About the only time I get bounced out of my airship while not crossing a sim boundary is when I run afoul of those silly "security" scripts (which do nothing to make you more "secure", so I'm not sure why they're called that -- they should be called "passer-by griefing scripts";). No way to detect those ahead of time, I'm afraid. The well scripted ones at least IM you a warning before bouncing you. (The poorly scripted ones throw up a dialog you must dismiss manually, complete with an ad so you can know where to go buy a script to spam your neighbors with dialog boxes any time they fly past. Try flying a high speed jet while playing whack-the-gopher with ad dialog boxes sometime. :p)