|
HtF Visconti
Registered User
Join date: 21 Jul 2006
Posts: 123
|
08-07-2006 06:31
Hi,
I've been checking a couple of postings and scripts but they all seem to do with moving objects or sit-targets. What I require is an attachment that can be *worn* by an Avatar and that will use repeated scans to make sure the Avatar hasn't moved beyond a certain range from a checkpoint. When the Checkpoint is not detected the Avatar should be moved to the pre-defined area - even cross simulations.
Is this possible?
If it is possible a few tips on how to go about this would be very helpful. It is intended for a Rolepaly with a prison and the prisoner will be confined to the cell as long as he is wearing the attachment or until the attachment recives a command to power down. So teleporting home or away will help him not because with the next scanner cycle he should be re-transported.
Thanks in advance,
HtF
|
|
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
|
08-07-2006 06:36
Unfortunately this functionality does not yet exist, we've been promised an llTeleportAgent() command but in all likelihood we'll ever never get it or it will take about 50 more releases. Maybe I've become disillusioned by recent updates, but I wouldn't rely on it arriving before you open your game.
You'd be better just making sure you have a central controller that tracks all participants (or individual controllers, e.g one for the prison) and disqualifies anyone who leaves the prison or refuses to return to it within the time (in case they get disconnected or something). Just make sure all attacks/actions in your game are handled by the HUD, so anyone who does escape will be unable to participate until they return to prison and serve their sentence/get rescued, as the HUD would naturally be made inactive by imprisonment.
_____________________
Computer (Mac Pro): 2 x Quad Core 3.2ghz Xeon 10gb DDR2 800mhz FB-DIMMS 4 x 750gb, 32mb cache hard-drives (RAID-0/striped) NVidia GeForce 8800GT (512mb)
|
|
HtF Visconti
Registered User
Join date: 21 Jul 2006
Posts: 123
|
Maybe an alternate approach....
08-07-2006 06:46
Hi, I'm still not giving up.  I used a HUD blindfold once and a teleport offer from a friend came through and I could click it. Unfortunately this raises just two more questions: 1. How do I black out the HUD? 2. Is there a way to send an Avatar a Teleport Offer like any user can do from the profile menu? This would work as a last resort. If too far away from the checkpoint the HUD would blacken out and the teleport offer would be visible. The guards can also grant someone leave for a specified amount of time and if that time has run out .... well, sometimes you get carried away a bit and I need a nice reminder that it is time to head back. So if the force teleport doesn't work, this would be the next best ting.
|
|
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
|
08-07-2006 07:02
To black out a screen, you could have the HUD object change its colour to black and expand using llSetScale to 10x10x10... I imagine that would work.
The closest thing to a TP invitation is using llMapDestination... it brings up a location and you can teleport back from the main map.
For within one sim, you could have the HUD check the distance from a central point, and use llSetForce or llApplyImpulse or some similar function to move the person back if they were too far away. Wouldn't affect teleports or really extreme accelerations though.
|
|
Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
|
08-07-2006 08:32
I've done screen blackout effects on transporters before. I created a hollow sphere that was black inside that the user sat on (and transported them). Then I used the camera controls to place their camera inside the sphere.
|