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Teleporter Type - Suggestions/Input Needed Please

Moonshy Littlething
Registered User
Join date: 28 Apr 2008
Posts: 72
08-11-2008 08:06
Not entirely sure I have this in the right forum, but it seems like a scripting question to me. :) Please feel free to move it if it's not in the right spot.

I'm a builder with no real scripting skills of my own (thank god for you guys who sell low-lag, user-friendly builder scripts with copy/trans permissions!) and I've been tasked by a friend with a unique challenge. I have some ideas, but I am not 100% sure how to approach it - hoping you guys might be able to lend a hand and offer some advice on what I should be looking for?

A friend of mine owns a skybox on Mainland and also rents an additional skybox on a private rpg SIM. He wants a simple, easy to install teleporter that will let him teleport to and from his two skyboxes (he's more script-illiterate than I am, even). Okay, sounds simple so far, I know... but...

The challenge is this: the SIM's preferences are set so that no matter where you teleport to, you land at the TP Hub instead of your LM coordinants, which rules out the Teleporters that are set up by just dropping your LM into them. However, you CAN tp someone to your existing location, and teleporters ARE legal by the SIM/rpg rules. Oh, and did I mention it's a no-fly zone? If I miss, it's a long way down out of a skybox 250m in the air! hehe

What sort of script should I be looking for to get the job done?
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
08-11-2008 09:41
For moving between unconnected regions, llMapDestination (the landmark style of teleporter you ruled out) is really all we have :/

Are there any spots near the landing point where tenants could put local teleporters, to make the last leg of the trip a little quicker?

The thing where you can send a teleport request to bypass landing points only works for requests from avatars, scripts don't get to use it. I guess a bot could stay in the private sim to send TP requests when a remote object asks for it, but that's kind of overkill.
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Moonshy Littlething
Registered User
Join date: 28 Apr 2008
Posts: 72
08-11-2008 10:56
Hrm... that was what I was afraid of. Are there any options for, say, setting up two teleporter pads, where the scripts "talk" to each other, and you target that pad (in its location) to teleport to, rather than targeting a set a location? Would this get around the no teleport issue?

Looks like I have some experimenting to do...
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
08-11-2008 11:18
All movement is really to locations, I'm afraid that there really isn't a magic bullet here.

Sometimes people use attachments with physical movement to work as a sort of local teleporter, but those have problems of their own (getting through walls and floors isn't as easy now as it used to be with Havok 1, it's an attachment so guests still need a different way to travel, need to watch out for access fences...) and that would still only be something to use after you got into the sim.

(ha, I realized I mentioned llTeleportAgent above, that's the wish list function that doesn't exist. llMapDestination is all we have for the long range stuff, wishful thinking I guess :p)
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Very Keynes
LSL is a Virus
Join date: 6 May 2006
Posts: 484
08-11-2008 12:02
Do they both have landing points set or only one end?
If the latter, the end with the landing point can be set as home, in the skybox, and the other end can be reached with a normal LM type TP device or even just slecting the LM in inventory.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
08-11-2008 12:04
Assuming that you can somehow work out the telehub thing, you might also be interested in http://jira.secondlife.com/browse/VWR-7331 if your skybox is at anything approaching a decent height.