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Guidelines and Info about high alititude building?

Alex Lumiere
Registered User
Join date: 1 Jun 2004
Posts: 228
03-14-2005 15:00
I'm currently building a skybox over my land, since i want to keep the land below filled with flora. I defined the boundaries with a basic floor and walls to make sure I don't build over other land and then ported it up into the sky.

How high is it reasonable to build? I don't want my build to be a big low thing blocking my neighbors view but I also don't want to block airtraffic overmuch.

I heard that your ban ability over your land stops at 200M (not that i have them up) is that true? Is it ok to build above this?

Do you still have the ability to Retun others objects at height?

I built at 650 because that's what a friend rec'd. But i have a suspicion that's too high.

Any tips and tricks on high-altitude building would be much appreciated!

I also heard that scripts and various other things work abnormally at great height. Rumor or fact?

Since it sounds like more and more people are bulding this way, it might be nice to have a little FAQ about it.

thanks
Spuds Milk
Registered User
Join date: 28 Sep 2004
Posts: 94
03-14-2005 16:51
I do know that things won't (reliabbly) stay over 768.

The highre you go, the more likely somebody will run into you with a plane. Might consider putting marker lights/indicaters out far enough away so people can react before ramming your construction.
Ale Bukowski
Gnomes Landscapers Master
Join date: 2 Apr 2004
Posts: 129
03-14-2005 18:01
I sat up my sandbox 600 mt up. I build and test all my scripted stuff up there and they seems to work exactly like they do at water level. Also considered that a teleport script is capable to teleport you at max 300 mt, having a lil platform at 300, and a second teleport script there wich teleports you up for other 300, makes the sandbox just two clicks away from the ground. Unique bad thing is that if you log out up there, at the relog you'll find your AV at ground level, dunno from wich altitude this starts to happen. If your motivation to stay building up is also a sort of privacy, at such an altitude you'll have it for sure, but note that the occasional courious temerarie jetpacked newbie will still approach though, no matter how up you stay :)
Alex Lumiere
Registered User
Join date: 1 Jun 2004
Posts: 228
03-14-2005 19:15
thanks :) i'll try your suggestions.
Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
03-14-2005 19:31
Offering teleport to someone, and not have them screaming falling to the ground, only works at about 250m, no higher. Just in case you wanted to make some kind of 'reception lounge' for that purpose.

Also, build rails, falling is a pain in the ass :)
Ale Bukowski
Gnomes Landscapers Master
Join date: 2 Apr 2004
Posts: 129
03-15-2005 02:22
Ah, what Maxx says is right. Sorry, I was forgetting that offering a TP from that high would cause the teleported to fall as he says.
Chandra Page
Build! Code. Sleep?
Join date: 7 Oct 2004
Posts: 360
03-15-2005 10:44
Also, the 250-meter limit on teleportation applies to logging back into Second Life. If you want to build a sky platform from which you can log out and then log back in, without immediately falling to your doom (or at least embarrassment) upon logging in, be sure to go no higher than 250 meters.

The nice bit about the 250 meter height is that it's just above the cloud layer, too, so you don't have vast amounts of poofy white particles obscuring your view of your beautiful little sky castle.

I've built a house for a friend above my own home, between 200 and 250 meters. I've got a teleporter there that goes up another 250 meters to my photography studio. 500 meters up is a good place for a workshop, because you get very little disurbance up that high. Anyone who doesn't have a flight enhancement of some kind can't even get to 500 meters, so it cuts down on random fly-bys, as well. :)
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Alex Lumiere
Registered User
Join date: 1 Jun 2004
Posts: 228
03-15-2005 11:47
i'll definitely take your advice Chandra
Relee Baysklef
Irresistable Squirrel
Join date: 18 Sep 2003
Posts: 360
03-16-2005 17:31
Another thing that nobody mentioned so far is often overlooked by people building in the sky.

The LSL function, llSetPos() will only set positions up to 512 meters in the sky. If you try to set an object to a position higher than that, it appears at 512 meters. Now, you can manually move objects that high, of course, just can't use scripts to move them up there.

The reason this is important to you, is that sliding doors and hot tubs both traditionally use the llSetPos() function to move. Sliding doors use llSetPos to move to the side, while hot tubs use llSetPos to move the water to a lower position. If you try using either type of object at a very high altitude, it will end up at the 512 point.



And sky neighbors can get frustrated when they find a mysterious floating pool of water in the sky next door. XD
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Lance LeFay
is a Thug
Join date: 1 May 2003
Posts: 1,488
03-16-2005 17:56
My first few attempts at sliding doors resulted in doors lodged in other people's front yards :\
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Foolish Frost
Grand Technomancer
Join date: 7 Mar 2005
Posts: 1,433
03-26-2005 04:26
From: Lance LeFay
My first few attempts at sliding doors resulted in doors lodged in other people's front yards :\


That happens to everyone who tests a new script, it seems.

I decided elevators were a bad idea when I was vaulted thosands of meters by a over enthusiastic elevator I was working on. When I finally got back home, the elevator was missing, gone to parts unknown. Worse, I never got it back...

It's out there, somewhere, waiting for some poor bugger to hit the big blue button. :eek:

...

I use teleporters now... :D
Chandra Page
Build! Code. Sleep?
Join date: 7 Oct 2004
Posts: 360
03-28-2005 16:30
From: Foolish Frost
I use teleporters now... :D


Only in Second Life would teleportation be considered safer than an elevator. :)
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Michael Psaltery
Registered User
Join date: 6 Jun 2004
Posts: 57
04-01-2005 15:06
If the object is linked, then llSetPos() will move a child object relative to the parent. Doesn't this work above 512m? I have a vehicle where I used llSetPos() for sliding doors & don't recall any trouble above 512m.

As a solution for this particular problem, I would recommend modifying the script to use llSetPrimitiveParams and set the cut begin or cut end of the prim... Thus, the position is maintained. For sliding doors, you could create two flat panels that are hidden within the walls, and simply set the size to a proper width for opening and closing. If you do it in steps, the visual effect would be the same. For irising doors, you could set the hollow attribute to open and close. Just be careful, because I think setting either of these will cause them to unlink, or won't work if linked, but if you're just doing doors, that's not a problem. (for vehicles, though, be VERY careful about doing this, because it raises the link state change event and may cause your avatars to become unseated).

From: Relee Baysklef
Another thing that nobody mentioned so far is often overlooked by people building in the sky.

The LSL function, llSetPos() will only set positions up to 512 meters in the sky. If you try to set an object to a position higher than that, it appears at 512 meters. Now, you can manually move objects that high, of course, just can't use scripts to move them up there.

The reason this is important to you, is that sliding doors and hot tubs both traditionally use the llSetPos() function to move. Sliding doors use llSetPos to move to the side, while hot tubs use llSetPos to move the water to a lower position. If you try using either type of object at a very high altitude, it will end up at the 512 point.



And sky neighbors can get frustrated when they find a mysterious floating pool of water in the sky next door. XD