HUD Teleporter - need some help please
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Jole Greenberg
Registered User
Join date: 29 Dec 2006
Posts: 8
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01-09-2007 01:29
Firstival I want to say hello to the scripting community of SL! Now two weeks in the SecondLife i want to try some scripting. I have to say that I am not a professional scripter by now, but I am learning ... espacially the SL specifics and these seems to be the problem maybe.  So what i want to do is a kind of HUD teleporter (for short range!) script. Hope the wording HUD is correct for this. This means, create a script object wich on left klick open up a little blue window with three destination buttons to teleport to. This works fine already. On choosing one destination button, my avartar should be teleported to. I have read lots of postings here, but have still a problem get the teleporter to do his work. I used an "if" request and put an "llsay" in and it works fine. But if I use an "llSitTarget" it will not teleport me. Can anyone give me a hint, why this will not work as i expected? thx Jole Greenberg
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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01-09-2007 01:38
From: Jole Greenberg Firstival I want to say hello to the scripting community of SL! Now two weeks in the SecondLife i want to try some scripting. I have to say that I am not a professional scripter by now, but I am learning ... espacially the SL specifics and these seems to be the problem maybe.  So what i want to do is a kind of HUD teleporter (for short range!) script. Hope the wording HUD is correct for this. This means, create a script object wich on left klick open up a little blue window with three destination buttons to teleport to. This works fine already. On choosing one destination button, my avartar should be teleported to. I have read lots of postings here, but have still a problem get the teleporter to do his work. I used an "if" request and put an "llsay" in and it works fine. But if I use an "llSitTarget" it will not teleport me. Can anyone give me a hint, why this will not work as i expected? thx Jole Greenberg Jole, welcome to SL and teh wonders of LSL. What you have described isnt a HUD, at least not until you have attached it as one. Head Up Display's are standard prim attachments which are 'worn' on one of the HUD attachment points. In all other respects they work exactly the same as standard prims except only the wearer can see them. Moving on to your script question, the reason nothing is happening is that you are not sat on the prim. A Sit Target is the positional offset at which theAV will be sat when they sit on the prim. If you now sit on the target it will indeed move you.
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Jole Greenberg
Registered User
Join date: 29 Dec 2006
Posts: 8
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01-09-2007 01:56
Hi again .... wow this was fast first relpy. If I understand it right i have in any case "physically" first to sit on the teleporter object and then touch it to get the popup window to choose a destination to teleport to? I dont like this.  Is there no other way to realize this in a more userfriendly way? thx Jole
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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01-09-2007 02:07
From: Jole Greenberg Hi again .... wow this was fast first relpy. If I understand it right i have in any case "physically" first to sit on the teleporter object and then touch it to get the popup window to choose a destination to teleport to? I dont like this.  Is there no other way to realize this in a more userfriendly way? thx Jole Think about it a little. You have just sat on the object so why do you need to touch it as well?
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Jole Greenberg
Registered User
Join date: 29 Dec 2006
Posts: 8
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01-09-2007 02:17
Thx a lot, I know that this is directly possible also, but not the solution I am looking for because I dont want to sit on that object to realize it.
greez Jole
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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01-09-2007 02:34
From: Jole Greenberg Thx a lot, I know that this is directly possible also, but not the solution I am looking for because I dont want to sit on that object to realize it.
greez Jole Not sure I understand what you mean. All TP code that I am aware of requires that you are sat on a prim to work. You can quite easily override the sit animation if that is the issue but you will still need to sit for it to work. Tell us a bit more about what you are trying to do and we may be able to help
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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01-09-2007 05:49
ALmost ANY form of coordinate movement of the avatar will require you to "sit" on something.
There's a very very traditional teleporter in world, called the "Sit Teleporter". this is often a posing stand or a ball, that says "teleport for 4th floor".. it sits on the wall, you right click on it. The scripter has rep;laced the word "Sit" with teleport" in the pie menu. SO you "Sit" and it projects your avatar to the new location, and then "unsits" you (dumping you unceremoniously at your new location)
These are good for about 300m jumps, and can be made to be relative, working inside starships, temporary skyboxes, etc. But they are ususally limited to one desitination only.
The second system is the "TAxi" teleporter. These are ususally reserved for trips over 300m. IN this case there are two prims, the taxi prim, and the rezzer. The rezzer rezzes a temporary prim, which often occludes the rezzer. You "Sit" on the taxi prim, and a blue menu comes up. In this case, most of these that I've seen have SEVERAL destintaions available. You click through the blue menues til you find the one you want, and then click go.
The taxi prim often will transform into a "beam" (like old series star trek), then it takes off.. flying to it's destination. This system is a bit slower. You ride the beam until it gets to it's destination, where it ususally justs deletes itself. Dumping you off in the process.
Both of these systems are well established in world, and MANY examples can be gotten for free. (Cubey Terra comes to mind). There are many variations on the theme (including a 4 person beam teleporter with stargate ring effects.
Since you've saiid you're new, I will direct you to another function of SL, that sounds a bit like what you want, the Landmark. In your inventory, you can find a landmark, and right click on it, selecting "teleport to landmark".. and provided all the servers are happy, you'll be in the new location in a matter of seconds. Landmarks are created using the "World" menu option "Create Landmark Here".
There might be one other option we haven't quiteconsidered. VEHICLES can transport you to coordinates, but again you muxzt "sit" on the vehicle. A Jetpack on the other hand is worn... so let's ask the scripting 1337 here... (Newgate, have some Cheese!)... can a jetpack be programmed to "Fly to" a specific coordinate?
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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Someone mention Cheese?????
01-09-2007 06:02
From: Winter Ventura There might be one other option we haven't quiteconsidered. VEHICLES can transport you to coordinates, but again you muxzt "sit" on the vehicle. A Jetpack on the other hand is worn... so let's ask the scripting 1337 here... (Newgate, have some Cheese!)... can a jetpack be programmed to "Fly to" a specific coordinate? There are a couple of products on the market that do exactly that. You basically call up a destination list and it will fly you there, apparently even avoiding buildings and no script land. I've not tried one and cant for the life of me, or for extra cheese, remember what its called. It would basically be performing all the same steps, albeit on a much slower scale, as the intersim teleporters. In fact it would probably be slightly simpler since it can use the impulsce functions to apply the force and would have considerably longer to send out probes etc to confirm the existance of no script parcels or blocked land.
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Geuis Dassin
Filming Path creator
Join date: 3 May 2006
Posts: 565
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01-09-2007 07:03
I'm not sure if this is *exactly* what you're looking for, but it might fit the bill. I've been working on it for a while and its now going on sale. http://youtube.com/watch?v=Yes-EZerUr4
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Jole Greenberg
Registered User
Join date: 29 Dec 2006
Posts: 8
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01-09-2007 07:42
... hell what are you building here guys like camtp lol cool I will retry to explaine, maybe it was not really clear enought and youve been thinking to complex. I just want a simple possibility to be able to teleport my avatar to different floors (exactly 3 at the moment) in our house. And my favorite choice to choose the destination (groundfloor, 1st floor and 2nd floor) will be a small blue popup window comeing up if i click on the object (for example a teleportersign) on every floor. So if i am standing in the groundfloor somewhere in the room clicking left mousebutton on the teleportersign, getting the small blue popup window, click on the 2nd floor button i would like to be teleported/carried to the specified coordinates in the 2nd floor. (without doining anything more). So in general i want to simply combine some kind of teleporting with a nice blue popup window for the destnation choise. But i think this is more difficult unless impossible doing it without to sit on the scripting object? greez Jole
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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01-09-2007 08:07
From: Jole Greenberg ... hell what are you building here guys like camtp lol cool I will retry to explaine, maybe it was not really clear enought and youve been thinking to complex. I just want a simple possibility to be able to teleport my avatar to different floors (exactly 3 at the moment) in our house. And my favorite choice to choose the destination (groundfloor, 1st floor and 2nd floor) will be a small blue popup window comeing up if i click on the object (for example a teleportersign) on every floor. So if i am standing in the groundfloor somewhere in the room clicking left mousebutton on the teleportersign, getting the small blue popup window, click on the 2nd floor button i would like to be teleported/carried to the specified coordinates in the 2nd floor. (without doining anything more). So in general i want to simply combine some kind of teleporting with a nice blue popup window for the destnation choise. But i think this is more difficult unless impossible doing it without to sit on the scripting object? greez Jole No that is very straight forward, it is how most multi TP systems work. The default function for the prim is changed to sit and the sit text replaced with teleport. Although both Winter and I said this, I dont think you have realised what we meant. All that people do is disable or override the standard sit animation while you are playing with the dialog.
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ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
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01-09-2007 16:31
From: Jole Greenberg ... hell what are you building here guys like camtp lol cool I will retry to explaine, maybe it was not really clear enought and youve been thinking to complex. I just want a simple possibility to be able to teleport my avatar to different floors (exactly 3 at the moment) in our house. And my favorite choice to choose the destination (groundfloor, 1st floor and 2nd floor) will be a small blue popup window comeing up if i click on the object (for example a teleportersign) on every floor. So if i am standing in the groundfloor somewhere in the room clicking left mousebutton on the teleportersign, getting the small blue popup window, click on the 2nd floor button i would like to be teleported/carried to the specified coordinates in the 2nd floor. (without doining anything more). So in general i want to simply combine some kind of teleporting with a nice blue popup window for the destnation choise. But i think this is more difficult unless impossible doing it without to sit on the scripting object? greez Jole With the sit type teleporters the target is actually a property of the prim. So it must be a two stage process, first, change the sit target of the prim with the hud, second, press the sit (renamed to target) button to actually tp. You cannot force an agent to sit on a prim via a script. One other way for three floors is to use a pair of tp balls for each pair of adjacent floors. You could have a red pair for 2 - 3 - 2 and, say, a green pair for 1 -2- 1. Of course, that takes more prims and you don't have the option of 1 - 3 - 1. Yet another way is to push your agent around with little pushes till he/she finishes up where you want him/her. That would also require a navigatable path with some constraints as pushes are never very accurate. Going up, you could open a trap door above the agent and drop down a funnel before the agent is pushed up. Then replace the lot when the agent has reached the target. Going down, you just need the trap door and perhaps a little push down to start the agent moving.
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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01-10-2007 12:31
I have seen this done with a few extra prims, instead of complicating the process with menus.
On floor one: Button 1: "Sit here to teleport to floor 3" Button 2: "Sit here to teleport to floor 2" Button 3: inactive (you are here)
On floor two: Button 1: "Sit here to teleport to floor 3" Button 2: inactive (you are here) Button 3: "Sit here to teleport to floor 1"
On floor three: Button 1: inactive (you are here) Button 2: "Sit here to teleport to floor 2" Button 3: "Sit here to teleport to floor 1"
Simple sit-offet/unsit teleporters.. you can even arrange them like elevator buttons on a wall.
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 ● Inworld Store: http://slurl.eclectic-randomness.com ● Website: http://www.eclectic-randomness.com ● Twitter: @WinterVentura
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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01-10-2007 12:39
Another system I have used where floors are at fixed heights, i..e every 5m, is just an up and down button with just z adjustments.
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JoeTheCatboy Freelunch
Registered User
Join date: 14 Jun 2006
Posts: 42
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01-10-2007 16:25
Or you could smash yourself up through the floor with llApplyImpulse or llPushObject, and adding a stop push right away.
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