Using a "WarpPos" effect on an avatar?
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Cypher Ragu
[Mad Scientist]
Join date: 6 Jul 2008
Posts: 174
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11-02-2008 15:25
In SL, I have seen several portal guns that can move agents across sims when they walk through the "portals." I know that the core movement script is probably in the gun, but by which method does it work? I know llSetPos and PRIM_POSITION changes the position of the object in relation to the attatch point, so that can't be it. llMoveToTarget would probably work, but it would be fairly pointless because the agent would not be able to move through prims. The only other method I could think of would involve having the agent sit on a poseball of some sort that does all the moving, but that seems a bit overcomplicated.
If anyone knows how these guns work, I would much appreciate it if they could tell me.
A method to phantom an agent would also be helpful.
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Hewee Zetkin
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Join date: 20 Jul 2006
Posts: 2,702
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11-02-2008 17:52
Guns? Perhaps they own the parcel and are using llEjectFromLand(). Otherwise it could be a cage, which could POSSIBLY move the avatar through other prims if it is thick enough and the other prims thin enough and the speed just right.... Keep in mind that either approach could be against the TOS and Community Standards depending on how it is used.
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Tyken Hightower
Automagical
Join date: 15 Feb 2006
Posts: 472
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11-02-2008 19:46
It could just be using llMoveToTarget, which will also pass you through things when used with very low timescales, especially over large distances. But you'll have to use it repeatedly and calculate the incremental target when moving distances longer than 64m.
You can make yourself phantom by sitting on something and having that something call llVolumeDetect(TRUE), and it'll stay that way after you stand up, but this is being fixed in the next sim code rollout, and it won't really be all that helpful in general..
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Hewee Zetkin
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Join date: 20 Jul 2006
Posts: 2,702
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11-02-2008 20:12
From: Tyken Hightower It could just be using llMoveToTarget, which will also pass you through things when used with very low timescales, especially over large distances. But you'll have to use it repeatedly and calculate the incremental target when moving distances longer than 64m. While true, that will only work with either your attachment, an object you sit on, or some kind of surrounding cage type object, and the latter may pass over you in the same manner as through other objects if you aren't careful. The OP stated that it was some kind of gun that did it, so it probably isn't an attachment or seat.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-03-2008 06:04
assuming it isn't a sit I'd have to assume either the methods heewee suggests, or some variation of an orbiter which IIRC will pop you through objects, and would definately make one think of a 'gun'
if it's sit activated, warp os would be the likely choice although I don't know if the object entry for sat upon objects was ever blocked/fixed for no entry parcels. also assuming move to target would be too slow, and both would have issues with no-script parcels under a certain height
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Tyken Hightower
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Join date: 15 Feb 2006
Posts: 472
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11-03-2008 06:16
He's talking about the Portal gun.. from the game. The person holding the gun is the one using portals to teleport about, so yes, I'd say it's an attachment. It's almost guaranteed to use llMoveToTarget.
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Hewee Zetkin
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Join date: 20 Jul 2006
Posts: 2,702
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11-03-2008 11:55
From: Tyken Hightower He's talking about the Portal gun.. from the game. The person holding the gun is the one using portals to teleport about, so yes, I'd say it's an attachment. It's almost guaranteed to use llMoveToTarget. Ahhh. Okay. Interesting. In that case it COULD also use llMapDestination(), though that would require an extra click and might be subject to any teleport restrictions on the region/parcel if present.
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Cypher Ragu
[Mad Scientist]
Join date: 6 Jul 2008
Posts: 174
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11-03-2008 12:53
Thank you for your posts everyone.
I did some testing and I've determined the best method to be llSitTarget, although that does limit distances to 300 meters and it requires the user to click the portal object.
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Ralph Doctorow
Registered User
Join date: 16 Oct 2005
Posts: 560
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11-03-2008 13:18
Using warp position is pretty weird if you try to cross sim boundaries. The object itself works most of the time, but if you sit on it, things get pretty messed up when you land. Typically you can't stand up, or you wind up in the water under the land.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-03-2008 22:45
if it's attached sit becomes less likely, unless it's rezzing an object first then they sit on that... can't sit on attachments
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Cypher Ragu
[Mad Scientist]
Join date: 6 Jul 2008
Posts: 174
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11-04-2008 08:23
From: Void Singer if it's attached sit becomes less likely, unless it's rezzing an object first then they sit on that... can't sit on attachments The "gun" is rezzing a portal object, which is what you click on to teleport. (I have the left-click action set to "sit" 
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
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11-04-2008 08:58
heh called that one =)
by the way, by rotating the portal you can actuall achieve ~519m since the 300m limit is imposed on the individual x/y/z offsets, not on the overall distance. just rotate the prim with the sit target so a corner faces the direction you want to go, and max the x/y/z for that direction.
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