Volume Detect and and teleport
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Celty Westwick
Registered User
Join date: 24 Jun 2006
Posts: 145
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06-15-2009 18:40
Here's an issue I am trying to figure out. I can be standing in a phantom prim with a script using VolumeDetect and collision_end, and either walk out or TP out within the same sim, and the collision end statement works. If however, I TP out of the sim, it does not.
state_entry() { llVolumeDetect(TRUE); }
collision_end(integer total_number) { llMessageLinked(LINK_ALL_OTHERS, num, toggle_message, NULL_KEY); }
Any ideas why?
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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06-15-2009 18:52
From: Celty Westwick Here's an issue I am trying to figure out. I can be standing in a phantom prim with a script using VolumeDetect and collision_end, and either walk out or TP out within the same sim, and the collision end statement works. If however, I TP out of the sim, it does not.
state_entry() { llVolumeDetect(TRUE); }
collision_end(integer total_number) { llMessageLinked(LINK_ALL_OTHERS, num, toggle_message, NULL_KEY); }
Any ideas why? What are you using to TP within the same sim? You are still physically moving with any of the sit hacks, even if it happens so fast that you do not see it. EDIT: Nevermind! I see that it does not matter even if you TP using landmarks. collision_end is called within the sim but not if you TP out. Could find no caveat explaining it in any of the wikis. Looks like you will have to go about it a different route. I take it that this is related to the LM Menu script?
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I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
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Celty Westwick
Registered User
Join date: 24 Jun 2006
Posts: 145
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06-15-2009 20:15
Yes it's for an effect I want to turn off when the person actually tp's out. It does not matter if you use a landmark in inventory or whatever, it still fails. Because there is no way I know of to detect a press of the teleport button on the map, I was using volume detect to trigger.
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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06-15-2009 20:18
hmmm just thinking out loud here. collision_begin instead and a timer to see if you are still colliding? Also not sure which would be less laggy; collision or a llSensorRepeat set for 1 meter, triggered by the collision maybe?
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
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Celty Westwick
Registered User
Join date: 24 Jun 2006
Posts: 145
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06-15-2009 20:29
Hmm yes I could do a sensor, though I'd prefer a less wasteful technique, I don't know which route would be better. I do use collision begin as a trigger to bring up the menu. Hmm, ponders 
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Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
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06-15-2009 20:57
the collision_start and collision_end seem to only happen for *physical* movement into and out of the prim... I say this because you won't trigger the events if you teleport in or out, use sitting to get in or out, or sit on a prim and move it in or out
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Celty Westwick
Registered User
Join date: 24 Jun 2006
Posts: 145
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06-15-2009 21:02
Well Day, it does work if you tp out to a location within the same sim, oddly enough.
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Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
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06-15-2009 21:05
From: Celty Westwick Well Day, it does work if you tp out to a location within the same sim, oddly enough. oops that is weird and now my mind is blown
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Celty Westwick
Registered User
Join date: 24 Jun 2006
Posts: 145
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06-15-2009 21:26
ohoh, anyone have a fuse 
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