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Short range teleport issues

Ciaran Laval
Mostly Harmless
Join date: 11 Mar 2007
Posts: 7,951
08-11-2009 10:30
Some time ago I purchased a short range teleport kit for builders, basically it sets up as you'd expect, short range teleports. The script is no mod but I'm assuming it uses LLSit and Unsit (i've played around a little with this since).

Anyway yesterday someone purchased a building from me then contacted me to tell me that the teleports were throwing them to strange locations and going back to where my build was, that was throwing them to strange locations too. Sure enough, this was true, although previously it had worked fine.

So I re-rezzed my build and it all worked fine but are there any known issues that would make this behave like this? Has Havok 4 introduced any problems (as I said, I purchased the kit a while ago).

I think I'll try and write my own script to do this based on examples from the LSL wiki and just use that but it would be useful to know what sort of limitations, if any, apply beyond the issues of 300M etc.
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
08-11-2009 10:37
From: Ciaran Laval
...throwing...

Maybe the destination position is inside a prim?
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Ciaran Laval
Mostly Harmless
Join date: 11 Mar 2007
Posts: 7,951
08-11-2009 10:47
From: Meade Paravane
Maybe the destination position is inside a prim?


No but the teleport devices are linked to the main building, not sure if that would cause an issue.

When you set the device up you use a marker to set the next teleport point, it does this without you needing to note the co-ordinates so the script must store this information. I wonder if a sim reset throws it all out of position.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
08-11-2009 12:07
From: Ciaran Laval
When you set the device up you use a marker to set the next teleport point, it does this without you needing to note the co-ordinates so the script must store this information. I wonder if a sim reset throws it all out of position.

Perhaps it remembers absolute coordinates rather than coordinates relative to the teleport object.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
08-11-2009 14:47
It sounds very much to me like the teleporter was scripted solely with the intent of it remaining as a seperate, unlinked prim.

I have been using a "shuttle teleport" from a commercial source lately, and like the one you describe, it programs simply by placing a landmark in the prim that has the TP script in it, and you activate the TP by sitting on the prim. That system does not allow the shuttle prim to be linked to the build.

In virtually all "sit teleports" that I have seen, the prim you sit on moves with the avatar, and then unsits them and returns. This would, by necessity, HAVE to be a non-linked prim. When you deal with movement vectors, rotation, and other factors in LSL scripting, it makes a BIG difference weather the script is in the root prim or not, and what its location and rotation are, relative to the root prim's location and rotation.

There are other "sit teleports" that essentially offset the avatar's position befre unsitting them, but these tend to be much more limited in range.

Most teleporters that can be linked to a build have a prim that will, in turn, rez a seperate, un-linked "beam" or "disk" that it rezzes when activated, which is what you sit on. That is a temp-on-rez prim that vanishes after it delivers and unsits you.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
08-11-2009 15:09
It is possible to use "link teleports" up to 300 meters distance by having the teleporter rotate to face < 1,1,1> towards the destination, and setting the sit offset to "llVecDist(here,there) * llVecNorm(< 1,1,1>;)". The problem is that the client freaks out at these kinds of offsets and tries to fly you to the target, or from the target to the source, or something of that nature, if you're far enough from the teleporter for the autopilot sit to kick in.
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Ciaran Laval
Mostly Harmless
Join date: 11 Mar 2007
Posts: 7,951
08-11-2009 17:37
Thanks guys, I'm leaning towards Ceera's suggestion about needing to unlink the items with the script. I first saw this product in another building but that came in a Rez Faux box so they were probably unlinked.
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
08-11-2009 18:14
Actually, the rotation trick allows you to TP up to ~520m with a sit target.

It sounds to me like the script is using the local rotation, relative to the root to set the sittarget, which will fail when linked, sending you who knows where.

Try unlinking it and seeing what happens. If it starts working again, then that was the problem, if not, no telling without looking at the script.

Otherwise, there are a jillion sit TP scripts out there, including Argent's freebie.