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Celty Westwick
Registered User
Join date: 24 Jun 2006
Posts: 145
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05-06-2009 12:42
I'm trying to do a teleport using llMapDestination so that it will work between sims. I want it to fire an effect comprised of animations and particles when the user tp's. This is not an attachment but rather an inworld object. Is there any way to do this, since i can't use something like:
changed(integer change) { if (change & CHANGED_TELEPORT) {
as it's not attached.
I have the map brought up by touching a prim, with the desired location correct. It's detecting when a teleport is actually made by clicking the tp button on the map or a tp event occurs that has me stumped.
Any ideas?
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Ikryn Gurbux
Registered User
Join date: 28 Jun 2008
Posts: 4
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05-06-2009 13:59
I've searched and looked and what i've found is no. Unfortunately there is no way as of right now to detect that the user is teleporting, only after. BUT in your case since its a separate entity not attached to the AV you could fake it, i.e. do it manually with llVolumeDetect, your touch event, collision_start, collision end and the detected calls. Basically create an invisible object around the teleporter that detects the user has entered. Then just correlate that to who has touched it. Then once the collision ends display the effect you want. This would beat using a scanner other than the obvious problem if they touch it outside of your invisible objects area. There might be a better way of doing this but that's just something off the top of my head. Hope this helps you some.
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Celty Westwick
Registered User
Join date: 24 Jun 2006
Posts: 145
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05-06-2009 15:50
Thanks Ikryn, it does give me some ideas, i appreciate it. Btw, you said you can detect a tp after?
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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05-06-2009 16:40
a similar effect ot what is described is seen in the quantum gate stargate teleporters, that grab a touch event and enter a polling loop, waiting for a collision event to set some prim parameter that the polling loop is waiting for. and then triggers the map destination call (in this case on passing through the portal). at this point the av is hidden from view, so anny effect would be feasible (even though they haven't left yet).
a similar possibility would be possible with animating the av underground while waiting for them to use the map destination. (which means they have to sit, or otherwise agree to animation permissions)
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Ikryn Gurbux
Registered User
Join date: 28 Jun 2008
Posts: 4
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05-06-2009 17:07
Sorry if I confused you at all but when I said that I meant as an attachment. If you want a receiving object to do something upon arrival I can't see that being all that more difficult than just saying on collision_start play an effect. Of course everything starts off seeming simple 
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Celty Westwick
Registered User
Join date: 24 Jun 2006
Posts: 145
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05-06-2009 18:20
Many good ideas  , Void and Ikryn. My ideal outcome would be an av is standing on the object (could be a sit playing a standing animation), the map is brought up, and when the user clicks teleport on the map, a second animation and some particles fire and the av then poofs in the teleport. I'll ponder things as well as I can with your feedback, had an unexpected passing in the family today fortunately not someone close, but may be a bit preoccupied.
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