Mods, please delete.
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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12-13-2006 19:17
Nope, I'm still having the problem. Now I have to type it out again  Try this. Set up a sit target script where the offset is 70, -70, -20. Do the usual - 0.5s sleep, 0,0,0 rotation, etc. Let's say the object is at 30, 100, 40. When I sit on this, for a few seconds I end up at 100, -70, -20 - that's what it shows on the top beside the menu. IOW, the negative numbers were applied as absolute coordinates, not relative. What I see around me appears to be the current color of the sky, with no objects, and the camera is above me, looking down. A few seconds later, I end up where I should be. Increasing the draw distance does not fix this (another thread said that sit teleporter issues might be related to draw distance).
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Boss Spectre
Registered User
Join date: 5 Sep 2005
Posts: 229
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12-13-2006 19:21
Yes I have seen this too... Occasionally an av gets positioned to <0,0,0> when sitting, I'm not sure if it's lag, or some wait for the relative coordinates to be calculated. Nothing to do with the script as far as I know. ~Boss
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2fast4u Nabob
SL-ice.net
Join date: 28 Dec 2005
Posts: 542
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12-13-2006 21:04
What was the solution?
I changed my teleporters to go to a couple of intermediate locations and reduced the acuracy of the destingation coordinates -- to no avail, unfortunately.
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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12-13-2006 21:12
Now it won't let me change the thread title. Oh well.
The problem isn't fixed. I thought my Z coordinate was too close to the prim floor, so maybe it was trying to put me inside the prim, and that was messing it up. So I bumped the Z up, and it worked, and I thought I'd fixed it. But I went back to it later, and it's still broken, so it wasn't the Z coordinate.
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2fast4u Nabob
SL-ice.net
Join date: 28 Dec 2005
Posts: 542
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12-13-2006 21:22
Looks kinda wierd to see a few people stuck at 0,0,0 and underground for a short while.
I have a problem with teleporters I use to return guests from their condos back to the rental office. The teleporters move across several mainland parcels (that I do not own) and end up at 0,0,0 before they reach their destination on my land.
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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12-14-2006 00:13
One more interesting discovery. It appears to be related to the size of the prim that's being used as the teleporter. So it might have something to do with the draw distance after all. The script I'm using: state entry set sit target to <70, -70, -20>, Euler2Rot on <0, 0, -90> * DEG_TO_RAD
changed if CHANGED_LINK if avatar on sit target not null sleep 0.5 un-sit
AFAIK, the same as every sit teleporter. If this is in a 3x3x3 prim, this works fine (assuming the object's position is such that it doesn't send you off-world or underground, etc.). If this is in a 0.05 x 2 x 1 prim (like a wall sign), I get the glitch.
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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12-14-2006 02:08
I had a similar experience just using a standard pose ball. I was suddenly several 100 metres from where I should be (according to teh screen readout of position) witha weird camera angle. havent seen this since 1.6 or 1.7
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Boss Spectre
Registered User
Join date: 5 Sep 2005
Posts: 229
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12-14-2006 11:25
Rather than absolute for a moment, I think it's just relative to <0,0,0> instead of the prim's location. This could be something in the client which is lagging and uses 0 instead of waiting, and then updates when it gets the actual coord. I have seen cases where one person saw this distant sit and another at the same location saw the same av sit fine.
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Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
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12-14-2006 11:59
The sit malfunction can lead to some interesting results. I've been at the <0.0.0> while taking a sit and another person pops in from who know where in the sim who shall we say... wasn't sitting and didn't have on clothes either. The chat goes to where the location you suppose to be at so all we could do is look at each other. lol
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Keltic Thor
Registered User
Join date: 1 May 2008
Posts: 2
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05-02-2008 07:29
Has anyone found a resolution to this?
I've built a network of teleport maps within a sim. While most of the teleports work fine, some of the longer distance jumps have this issue. You might appear underground, underwater or over 100m out to sea. The view holds for about 3-5 seconds and switches the correct location.
I get similar problems using the warpPos method as well.
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