I had the bright idea that I'd make a vehicle that would use the same concept as elevator buttons for movement (not sure if llMoveToTarget would work or if I'd have to settle for llSetPos in increments) . Not something new to SL I'm quite sure. I wanted to escape the 32 prim vehicle limit. I'm sure this will work fine but then there was a further factor:
I want to escape the linking distance limit.
To do this I set up an experiment. I have 2 planes, each with a sphere set centered on an edge. Ball 1 on the edge of Plane 1 with this script:
default
{
state_entry()
{
while (1==1)
{
vector Ball1Pos=llGetPos();
string PassPos=(string)Ball1Pos;
llMessageLinked(LINK_SET , 0, PassPos, NULL_KEY);
}
}
}
***// Plane 1 receives this message (and verifies it visually) in the following script:
default
{
link_message(integer sender_num, integer num, string str, key id)
{
llSetText(str, <1,1,1>, 1.5);
llSay(12345,str);
}
}
***//Lastly, Ball 2 listens and lines up the Ball 2/Plane 2 object via:
default
{
state_entry()
{
llListen(12345,"","",""
;}
listen(integer a, string n, key id, string str)
{
vector Corner1Pos=(vector)str;
llSetPos(Corner1Pos);
}
}
My Dilemma: The llSetText in Plane 1 takes *10 SECONDS* to update. Ball 2/Plane 2 seem to take 30 secs to A WHOLE MINUTE to finally get the message and move over to match up. In one sense, I have a success. It did what I wanted. But it is waaaaay too slow to be of use. Can you imagine if I made a ship wherein the back half was a minute behind?
There has to be a speedier way to pass a vector. Or perhaps a suggestion on a different approach to this madness?
