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Anyone figure out a pre-tp event trick for the new version? |
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Dustin Widget
Script Monkey for hire
Join date: 15 Feb 2006
Posts: 101
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07-12-2006 20:35
Well, the old UUID change trick doesnt work anymore for triggering an event before you tp. Has anyone found a way to do this in the new version?
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Rodrick Harrington
Registered User
Join date: 9 Jul 2005
Posts: 150
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07-12-2006 21:29
http://secondlife.com/badgeo/wakka.php?wakka=changed
use the constant CHANGED_TELEPORT or CHANGED_REGION depending on if you want to get in sim teleports |
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Julia Banshee
Perplexed Pixie
Join date: 16 Jan 2006
Posts: 97
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07-12-2006 21:40
http://secondlife.com/badgeo/wakka.php?wakka=changed use the constant CHANGED_TELEPORT or CHANGED_REGION depending on if you want to get in sim teleports I don't think that would work. I use CHANGED_TELEPORT in one of my own scripts, and I'm quite sure it doesn't fire until after the teleport is completed. The OP's use of the term "pre" in the thread title and "before" in the first post would imply to me that he wants to trigger something before the teleport goes off. |
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Dustin Widget
Script Monkey for hire
Join date: 15 Feb 2006
Posts: 101
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07-12-2006 22:01
You got it right Julia, I would like to have the event trigger before the TP. I, myself, tested the CHANGED_TELEPORT to see and can confirm that it triggers afterwards. Before, upon teleport objects would save and re-rez in the new locations, changing their UUID, which meant a person could check to see if it changed. This allowed for the old "poofer" scripts. Now though, with the sim-sim transfers, the UUID's stay the same. There has got to be some way to do it... any ideas?
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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07-12-2006 22:08
Have you tried moving_start and moving_end?
==Chris |
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Dustin Widget
Script Monkey for hire
Join date: 15 Feb 2006
Posts: 101
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07-12-2006 22:23
The thing about those is that they set off whenever you move, not just teleporting.
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Dustin Widget
Script Monkey for hire
Join date: 15 Feb 2006
Posts: 101
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07-13-2006 08:04
Come on, I know there has to be someone with some ideas...
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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07-13-2006 09:52
I always wondered how those pre-tp poofers worked. So the object used to be able to detect it's key change before it actually de-rezzed in the old sim?
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Kayla Stonecutter
Scripting Oncalupen
Join date: 9 Sep 2005
Posts: 224
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07-13-2006 10:02
I always wondered how those pre-tp poofers worked. So the object used to be able to detect it's key change before it actually de-rezzed in the old sim? Actually what happened what that before point-to-point teleporting, whenever someone ported their attachments would be saved in the main database, causing the attach() event in the process, which the poofer reacted to and created particles for as long as they were still in-world. When the avatar appeared at the new point, the particles would appear at the beginning since they were already going, then another attach() event fired that the poofer would then stop the particles after a delay. With PTP though, no attach() event is triggered on teleporting, only the changed() with CHANGED_TELEPORT and/or CHANGED_REGION after the TP is done. Just for the record, I never really liked poofers ![]() _____________________
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Dustin Widget
Script Monkey for hire
Join date: 15 Feb 2006
Posts: 101
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07-13-2006 10:22
I didnt care for them either, but I am trying to work on another project that needs to be able to detect when a person is teleporting. It would be nice if i didnt have to have an object follow me around and report back to me when it didnt detect me...
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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07-13-2006 10:25
Me either, but pre_tp detection could still be useful.
arrival detection is a godsend, as I use it for a few defense and tracking systems. ![]() |