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telporter script stuck on

violetann Petion
Registered User
Join date: 27 Dec 2005
Posts: 67
06-14-2006 13:17
hi,
i made an object (a tardis) and i added a teleporter script.. the problem is i wanted to remove it so i deleted the script from the tardis unlink it and relinked it and tried picking it up and reresin but it still says on teleporting people even though it has changed back to sit and theres no telporter script in it any more.. anyone knows whats up or if it's a bug?
Trevor Langdon
Second Life Resident
Join date: 20 Oct 2004
Posts: 149
06-14-2006 13:34
Violetann--
Just a hunch, but are you referring to float text created via the llSetText with the teleporter script?

If so, the float text is tied to the object, so removing the script will leave the float text intack on the object. Add a new script that blanks out the text with llSetText. Or you can simply delete your object and create a new one from scratch.
violetann Petion
Registered User
Join date: 27 Dec 2005
Posts: 67
06-14-2006 13:50
no, i ment as in you sit on it and it still teleports even though the telport script has been removed. i've check every prim and a friend is doing the same now for me, but so far haven't found it incase it's hiding in one.

here was the script that was in it before, i don't know if the sit text still acts the same as the floating one but the sit text turned back to sit instead of teleport after i deleted it:
default
{
state_entry()
{
llSetSitText("Teleport";);

//Sit target coordinates are <X, Y, Z> change the numbers to change where you end up.
llSitTarget(<13,119,40>, ZERO_ROTATION);

llSetCameraEyeOffset(<-8.0, 0.0, 47.0>;);

// it's usually best to match the camera offset to your sit target
llSetCameraAtOffset(<0,0,45>;);
}
changed(integer change)
{
if (CHANGED_LINK)
{
key agent = llAvatarOnSitTarget();
if (agent)
{
llUnSit( agent);
llPushObject(agent, <0,0,10>, ZERO_VECTOR, FALSE);

}
else
{
}
}

}
}
Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
06-14-2006 14:12
Try this.

CODE

default
{
state_entry()
{
llSitTarget(ZERO_VECTOR, ZERO_ROTATION);
}
}



EDIT:
To clarify the reason for this...

From the lslWiki

From: someone

Note: like particles, sit targets are a property of the prim, not the script. So if a script gives a prim a sit target, and that script is deleted, the sit target remains. The only way to clear the sit target is by calling llSitTarget(ZERO_VECTOR,ZERO_ROTATION);
violetann Petion
Registered User
Join date: 27 Dec 2005
Posts: 67
06-14-2006 14:20
i added a new telport in and it seamed to over ride it... humm no it didn't just tped again and it reverted back
RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
06-14-2006 14:25
remove the prim that had the script in it and replace it it
_____________________
violetann Petion
Registered User
Join date: 27 Dec 2005
Posts: 67
06-14-2006 14:26
it was an object made of 73 prims.
Bitzer Balderdash
Dazed and Confused
Join date: 21 Dec 2005
Posts: 246
06-15-2006 03:28
then you're going to need to copy the little llSetSitTarget script into all 73 of them, since ONE of them still has a sit target set, so, if you don't have one in a lower link-number prim, it will be used as the default sit target for the whole linked object.

Sorry, but there is no easy way to reset the sit targets for all the prims apart from setting them to ZERO_VECTOR, ZERO_ROTATION - which actually removes the target completely for that prim only.