Jenni Darkwatch
Registered User
Join date: 21 Jun 2009
Posts: 25
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11-29-2009 00:17
Okies... me again. Sorry.
This time it's a question more out of curiosity, i.e. no practical reason. Is there ANY way to actually detect a teleport (either start or destination) other than periodically checking the position/sim of an avi? Which I'd imagine gets interesting on sim crossings...
Thankee! -Jenni
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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11-29-2009 01:10
The changed event will fire and you can look for CHANGED_TELEPORT if it is a real SL teleport. For "fake" teleports involving sitting on objects, it will be guesswork (or call it heuristics if you don't want to say you're guessing).
(should mention, the script has to be involved in the telport to catch anything, there isn't a good way to check when others come and go unless they help out with some kind of attachment.)
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-29-2009 11:57
large volume detect object that ceases to detect an av inside it's volume... for fun make it a follower
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Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
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11-30-2009 00:24
I remember a while back Jana Kamachi had discovered a way to not only detect a teleport, but what sim the avatar teleported to. Linden Lab caught on fairly quick and fixed the bug though. It was fun while it lasted though!
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Jenni Darkwatch
Registered User
Join date: 21 Jun 2009
Posts: 25
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11-30-2009 14:08
~chuckle~ I didn't even think about detecting OTHERS teleports... and somehow missed the CHANGED event. ~sigh~
Detecting a sit teleport should be reasonably easy if the distance is big enough... check position every sec and if it's larger than X meters, presume teleport? Not sure if the avi gets a changed notification when sitting, but I'd presume it does, so this kind of check could be selective.
Again, this is all just out of curiosity, and I very much appreciate everyone indulging my curiosity.
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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11-30-2009 15:45
From: Jenni Darkwatch ~chuckle~ I didn't even think about detecting OTHERS teleports... and somehow missed the CHANGED event. ~sigh~ Ah good that makes it MUCH easier, then the problem is solved for real teleports. From: someone Detecting a sit teleport should be reasonably easy if the distance is big enough... check position every sec and if it's larger than X meters, presume teleport? Not sure if the avi gets a changed notification when sitting, but I'd presume it does, so this kind of check could be selective. Unfortunately that one isn't so easy. The object you sit in will get a CHANGED_LINK, but your attachments won't get any reliable event. You can try to catch sits by polling llGetAgentInfo on a timer, but you may miss some of the really quick sits a teleport prim might use. (Many have a little delay before the unsit, but others don't bother). That leaves you with the guesswork, compare distance against time. Regular flight and vehicles can be faster than an llSetPos() teleporter, and even a warppos/posjump teleporter that moves you less than a few dozen meters will give iffy numbers. If you are only really interested in big moves, it might still work out well enough to do the job.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-30-2009 16:59
From: Johan Laurasia I remember a while back Jana Kamachi had discovered a way to not only detect a teleport, but what sim the avatar teleported to. Linden Lab caught on fairly quick and fixed the bug though. It was fun while it lasted though! bloody nightmare is what it was... the grief trackers were on overdrive. fortunately a 3 second intermediate teleport to a no-scripts zone helped (as did speed hopping, but teleports have always been touchy at times)
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