Teleport up but not down??????
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Sydney Jacobs
Registered User
Join date: 31 May 2004
Posts: 756
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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?
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Travis Lambert
White dog, red collar
Join date: 3 Jun 2004
Posts: 2,819
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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
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Sydney Jacobs
Registered User
Join date: 31 May 2004
Posts: 756
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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?
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
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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.
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Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
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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.
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Sydney Jacobs
Registered User
Join date: 31 May 2004
Posts: 756
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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. =)
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
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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.
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Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
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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.
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Newfie Pendragon
Crusty and proud of it
Join date: 19 Dec 2003
Posts: 1,025
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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
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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
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
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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
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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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C U B E Y · T E R R A planes · helicopters · blimps · balloons · skydiving · submarines Available at Abbotts Aerodrome and XstreetSL.com 
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