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Teleport up but not down??????

Sydney Jacobs
Registered User
Join date: 31 May 2004
Posts: 756
01-06-2005 15:03
Ok, I just aquired a teleport script, and figured out mostly how it works. But i've run into a snag i just can't figure out. I have a hide away up above my land, and i can now tp to just fine, however tping back to certain points on my land is basicly just my avie being placed in the right x and y corrodients, then falling. not tping.

Anyone know why this is, and how i can fix it?
Travis Lambert
White dog, red collar
Join date: 3 Jun 2004
Posts: 2,819
simple suggestion...
01-06-2005 15:32
Others can probably give you some more detailed advice, but the simplest thing to check is: Is the object you put your script inside of have Zero roation?

Note that Spheres seem to default to a rotation of 90 degrees upon creation. If you place your TP script inside without adjusting the object to 0 degress, you'll get unpredictable results when trying to TP.

Hope this helps!

Travis
Sydney Jacobs
Registered User
Join date: 31 May 2004
Posts: 756
01-06-2005 16:04
From: Travis Lambert
Others can probably give you some more detailed advice, but the simplest thing to check is: Is the object you put your script inside of have Zero roation?

Note that Spheres seem to default to a rotation of 90 degrees upon creation. If you place your TP script inside without adjusting the object to 0 degress, you'll get unpredictable results when trying to TP.

Hope this helps!

Travis



Thanks for the tip travis. I did try changing the objects rotation to all 0's

still falling though =( is the shape of the object important?
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
01-06-2005 16:09
or they could add a line of code to rotate the ball to zero , and then teleport. little safe code. Most of the time when teleporting acts weird. it's ether trying to teleport past 300 or trying to teleport down past the ground.
Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
01-06-2005 16:35
It's hard to see the problem without actually seeing (part of) the script you are using. You are sure the Z-coordinate is set correctly?

About the rotation issue. This can be fixed by actually dividing the position delta (TPpos - llGetPos()) by the prim rotation (llGetRot()). This should negate the effect of the rotation of the prim. (Also using ZERO_ROTATION / llGetRot() as the rotation of the llSitTarget will put 'your seat back into the upright position' on rotated prims.

As I'm not inworld right now, i'm not able to confirm/check my statements. As soon as I am, I will correct any blatant errors and/or stupidities.
Sydney Jacobs
Registered User
Join date: 31 May 2004
Posts: 756
01-06-2005 17:28
kurt, i belive this script was edited so the rotation was at 0



I'll be in world for a while tonite, anyone wanna see the script IM me, and thanks for the help. =)
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
01-06-2005 18:45
I swore there was a command in sls to find the diffrence between to vectors. But it dosen't apper to be listed in badgeo under vector.
Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
01-07-2005 06:51
To get the delta between two vectors (a vector), just subtract them (vector A - vector B). If you want the distance (a float), use llVecDist(A,B);

Anybody interested in seeing how to translate absolute (sim) coords to relative coords (llSitTarget) even when the specific prims are rotated, please IM me, and next time that i am inworld i will send an example script.
Newfie Pendragon
Crusty and proud of it
Join date: 19 Dec 2003
Posts: 1,025
01-07-2005 08:38
From: Kurt Zidane
I swore there was a command in sls to find the diffrence between to vectors. But it dosen't apper to be listed in badgeo under vector.


There's a little info buried in badgeo, and in general I was able to get it work for my teleporter script (it may be the one you're using). I ended up having to require 0 rotation, because the destination point had a serious wobbling effect I could never quite account for. I posted in the forums here asking if anyone knew how to account for non-zero rotation, but alas, nobody answered.

The second I figure it out though, I'm fully planning on shouting it from the rooftops, so to speak. It's a desperately needed tip on a regular basis in these forums.
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Zac Bunderfeld
Registered User
Join date: 19 Mar 2004
Posts: 16
01-08-2005 16:44
Look me up in-world. I can get you a superior teleport script for cheap that can be turned any way you want.

-Zac
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
01-08-2005 16:58
Likewise...
Siggy corrected the rotations for me...
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Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
01-08-2005 19:53
You can get a free teleport script with teleport chamber and sound effect in the Flight Shop at Abbotts Aerodrome. The chamber comes with three teleport "buttons" which auto-rotate to zero to ensure proper teleportation, and one script for a trekkie kind of sound when you arrive in the tp chamber.
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