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sit teleport within a building

Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
12-09-2008 12:34
I'd like to have a sit teleport within a building. You'd touch the teleporter to go upstairs. Ideally I'd like to have it linked to the building without taking over the sit target for everything in the building, and this doesn't seem to be possible. Right?

If I set a sit target, even from a child prim, you no longer have the option to, say, sit on the railing. Right?
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Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
12-09-2008 14:03
If you can touch the child prim you can sit on it. If it is the only prim in the linked set with a sit target set I guess it will be sat on no matter where you try to sit on the linked set
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-09-2008 14:08
Sit targets are not really attributes of any prim in a linkset, but rather of the linkset as a whole. The avatar effectively becomes another prim in the linkset.
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Jesse Barnett
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Join date: 21 May 2006
Posts: 4,160
12-09-2008 14:17
What I generally do in a case like this is instead mount rezzers at the desired tp pad locations. If you move the house etc, all you have to do is issue the command and new touch pads will rez just in front of the rezzers. It's not to much of a problem to script them so that they will update the tp pads with the new locations etc automatically or make it to where you can kill the tp pads before you move etc.
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Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
12-09-2008 18:15
From: Jesse Barnett
What I generally do in a case like this is instead mount rezzers at the desired tp pad locations. If you move the house etc, all you have to do is issue the command and new touch pads will rez just in front of the rezzers. It's not to much of a problem to script them so that they will update the tp pads with the new locations etc automatically or make it to where you can kill the tp pads before you move etc.


I had thought I might rez the touch pad but I don't want it forgotten if the building is moved, and I'd like to not complicate things with communication and movement and object killing, as I fear something unanticipated will go wrong and I'll fill the sim with tp pads, so my current thinking is to rez a temp object which will kill itself when used, or failing that be auto-deleted. The user would touch the piece of floor where the tp pad should be and it would appear. They'd touch the rezzed object to teleport, and it would do its thing and then kill itself. Or if they didn't touch it it'd be auto-deleted some time later, anyway.

The building is a photo studio and I want the tp pad to be invisible. Ideally it'd be an invisible prim at a specific location, but there doesn't seem to be a way to do that simply since it can't be linked to the building.
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Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
12-09-2008 18:45
From: Anya Ristow
...rez a temp object...


I thought you could rez an object already temp, but apparently you can't. You set it temporary after it rezzes. This is no better for my purposes than a timed llDie, so making it temp is pointless.
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Jesse Barnett
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Join date: 21 May 2006
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12-09-2008 19:07
From: Anya Ristow
I thought you could rez an object already temp, but apparently you can't. You set it temporary after it rezzes. This is no better for my purposes than a timed llDie, so making it temp is pointless.

Just take it into inventory with the temp property already set. I do that all of the time, especially testing stuff that may go wild.
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Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
12-09-2008 20:06
From: Jesse Barnett
Just take it into inventory with the temp property already set. I do that all of the time, especially testing stuff that may go wild.


Thanks. I now have multiple checks against creating multiple tp pads.

1) It rezzes over top of the prim that rezzes it, so you can't keep touching it to rez more copies
2) It llDies after 15 seconds
3) It's temporary

That should do it :)
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Jesse Barnett
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Join date: 21 May 2006
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12-09-2008 20:28
From: Anya Ristow
Thanks. I now have multiple checks against creating multiple tp pads.

1) It rezzes over top of the prim that rezzes it, so you can't keep touching it to rez more copies
2) It llDies after 15 seconds
3) It's temporary

That should do it :)

Or since you have the temp flag set, it will die without having to use a timer and llDie() command within about 55 seconds or so. Not sure what happens with llDie() and a seated (teleporting) avatar. With temp, if they sit before the next sim cycle, the object does not die until the av stands up.
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Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
12-09-2008 21:54
From: Jesse Barnett
Or since you have the temp flag set, it will die without having to use a timer and llDie() command within about 55 seconds or so. Not sure what happens with llDie() and a seated (teleporting) avatar. With temp, if they sit before the next sim cycle, the object does not die until the av stands up.


I want it to die fairly quickly, so the llDie stays, but if the script isn't running for some reason, and that seems to happen sometimes, temp should still kill it.

If you kill a prim that it being sat upon, the avatar is un-sat.

It's working just the way I want it. If the user sits on it, he is teleported and it dies immediately. If he doesn't sit on it it's deleted in fifteen seconds.

The one snag is that when un-sat, the avatar sometimes flies around the room violently, and is occasionally ejected through the wall of the building *and* the wall of my laboratory, and stops clear across the sim. I think it might have something to do with flight assist. The fix for this is to sleep a couple seconds before un-sitting. Not ideal, but gets the job done.
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Klug Kuhn
Registered User
Join date: 7 Sep 2007
Posts: 126
12-09-2008 22:11
From: Anya Ristow
The one snag is that when un-sat, the avatar sometimes flies around the room violently, and is occasionally ejected through the wall of the building *and* the wall of my laboratory, and stops clear across the sim. I think it might have something to do with flight assist. The fix for this is to sleep a couple seconds before un-sitting. Not ideal, but gets the job done.


Pre-set the "TP beam" to phantom helps abit on the crazy flying too :)
Buckaroo Mu
Alpha Geek
Join date: 17 Oct 2006
Posts: 106
12-09-2008 23:06
From: Anya Ristow
The one snag is that when un-sat, the avatar sometimes flies around the room violently, and is occasionally ejected through the wall of the building *and* the wall of my laboratory, and stops clear across the sim. I think it might have something to do with flight assist. The fix for this is to sleep a couple seconds before un-sitting. Not ideal, but gets the job done.

This is almost always caused by the end location putting the avatar's physics shell inside a prim. Try bumping the z coordinate on the destination by 1.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-10-2008 03:51
Why do you want it to die faster than the 50-90 seconds it takes a temporary object to die?
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