Teleport Prim
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Rhem Tremor
Registered User
Join date: 8 Sep 2009
Posts: 8
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11-23-2009 10:21
Hey everyone. I was wondering if it is possible to teleport a prim from one coordinate to another. I used llMoveToTarget and that is fine for short distances. Would llSetPos() be the "teleport" that I would need? I don't have access to the code atm since Im on a different computer so I'll edit and put the code I have so far that's not working.
My main aim is to teleport a prim from one coordinate of an island to another, possibly on the other side of the island. Is there any limitations?
Thanks in advanced
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
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11-23-2009 10:38
Sure is .. take a look at  and also 
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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11-23-2009 10:41
llSetPos won't work beyond a 10m limit, so that's not your answer by itself. Take a look at WarpPos ( http://wiki.secondlife.com/wiki/WarpPos), which is the normal solution for what you want to do. ETA: Ah... Innula beat me to the Enter key. 
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Rhem Tremor
Registered User
Join date: 8 Sep 2009
Posts: 8
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11-24-2009 05:46
Oh wow, I did not know about the 10m limit rule.
Is that why when I used llMoveToTarget and have a prim rise vertically and have it "return" to its original position, it ends up being higher than the actual original position?
A new question. Let's say you have a prim that teleports the user to X,Y,Z. Can, at the same time, the prim teleport itself? Like when the condition is met, the prim teleports the user (I have this one down), the prim teleports itself, would this work?
Also, suppose I have the prim follow the user, and the user teleports, the prim teleports itself, and the prim continues to follow the user when they both rez at the X,Y,Z. Im assuming the prim doesn't reset itself (unless scripted) and continues to follow the user once the user and it rez at XYZ.
I'd like to code this myself, so I was just wondering if this was possible (to not waste time =]). Not really a master of all the limitations...yet. Thanks for the reply, been a great help.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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11-24-2009 06:36
Of course. That's how all the short distance TP units in SL work .... the ones we use as "elevators" from one floor to another in a building or to TP from one place to another in the same sim. Sit on a prim, move the prim, stand up, send the prim back home again. Use WarpPos and you can beat the 10m limit and TP all over the place (within reason).
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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11-24-2009 07:44
Do NOT try to WarpPos over a sim boundary. Trust me on this. 
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-24-2009 07:48
see now I want to... haven't tried, what happens?
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Meade Paravane
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Join date: 21 Nov 2006
Posts: 4,845
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11-24-2009 07:50
From: Rhem Tremor Is that why when I used llMoveToTarget and have a prim rise vertically and have it "return" to its original position, it ends up being higher than the actual original position? Nope. llSetPos and llMoveToTarget are totally different mechanisms. The target stuff can be a little stubborn at times - post the code if you're having problems with it.. From: Rhem Tremor A new question. Let's say you have a prim that teleports the user to X,Y,Z. Can, at the same time, the prim teleport itself? Like when the condition is met, the prim teleports the user (I have this one down), the prim teleports itself, would this work? Both ways is just the prim moving around. The only real difference I know if is that if you're crossing a parcel with no-object-entry set, the prim won't be able to move through that parcel if there's nobody sitting on it. Aside from that (and maybe other similar things) it doesn't really matter if somebody's on it or not - it's just a script moving a prim. edit: and before you ask, objects with somebody sitting on them are considered vehicles and (in theory) rules about object entry and parcel prim limits don't apply to vehicles. Doesn't matter if it looks like a vehicle or has stearing and all that - if somebody's sitting on it, it's a vehicle.
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Argent Stonecutter
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Join date: 20 Sep 2005
Posts: 20,263
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11-24-2009 08:05
From: Void Singer see now I want to... haven't tried, what happens? Same thing that happens if someone hits you with a lateral orbiter or a razor, except it's less reliable. It can work just often enough to fool you into putting it into production.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-24-2009 08:20
hmm, wonder if it's the rollover... ever tried breaking the chain on sim borders?
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Argent Stonecutter
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Join date: 20 Sep 2005
Posts: 20,263
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11-24-2009 08:41
It's not just the chain, it's not letting the handoff complete. Through experimentation we found that you really needed to wait at least seven seconds after crossing a sim border before initiating another WarpMove. You can get into the same problem just using physical movement with aggressive enough llApplyImpulses.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-24-2009 09:29
well that blows
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
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11-24-2009 12:10
How would posJump handle sim boundaries, I wonder? There's the complication that you have to turn the destination into a global coordinate, I guess, (which I think Viktoria Dovgal showed us how to do here  ) but, other than that, is it possibility? And welcome back, Void! Not seen you here for ages.
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Void Singer
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Join date: 24 Sep 2005
Posts: 6,973
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11-24-2009 17:56
iirc posjump bases strictly in the starting and ending sim so it shouldn't be as much an issue
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Argent Stonecutter
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Join date: 20 Sep 2005
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11-24-2009 18:13
Both of them use local coordinates, the thing is that local coordinates outside <0..255,0..255,*> specify a location in a neighboring sim.
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Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
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11-24-2009 19:23
From: Innula Zenovka How would posJump handle sim boundaries, I wonder? There's the complication that you have to turn the destination into a global coordinate, I guess, (which I think Viktoria Dovgal showed us how to do here  ) but, other than that, is it possibility? And welcome back, Void! Not seen you here for ages. Oh, you wouldn't need to go to all that trouble, just use out-of-range coordinates and you have it. That other script might be useful for llMapDestination alternatives etc. but it's pretty unusual to need it. (Also that Google service no longer proxies text/plan, but other cell phone proxies can still do the job.)
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Rufus Darkfold
Registered User
Join date: 6 Nov 2009
Posts: 10
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12-20-2009 03:30
warppos across a sim boundary may be good for a wild ride but I needed reliable transport, because I have a sim boundary in the middle of my modest holding.
What I do is to warppos to the very edge of the sim, which oddly enough is at a coordinate of -1 or 257 and does NOT trigger a sim crossing. Then I llSetPos just .0000001 further, and wait for a changed(CHANGE_REGION) notification. The handoff is complete when this notificaton arrives, so I proceed to my destination (or the next sim crossing, in some future version) after getting the notification, using coordinates relative to the NEW sim.
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