PosJump

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Revision as of 18:21, 10 October 2008 by Uchi Desmoulins (talk | contribs)
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Here's an interesting method for bypassing the 10m limitation in Non-Physical movement. It has its similarities to warpPos, but with minimal overhead.

<lsl> posJump(vector dest_pos) { // An alternative to the warpPos trick without all the overhead. // Trickery discovered by Uchi Desmoulins and Gonta Maltz. More exact value provided by Fake Fitzgerald. llSetPrimitiveParams([PRIM_POSITION, <1.304382E+19, 1.304382E+19, 0.0>, PRIM_POSITION, dest_pos]); } </lsl>


If your destination position is no-entry, your object is likely to go offworld. So Alias Turbo included a step that sends the object back to its starting position. In other words, if it can't enter the target position, it doesn't move at all. <lsl> safe_posJump(vector dest_pos) { // An alternative to the warpPos trick without all the overhead. // Trickery discovered by Uchi Desmoulins and Gonta Maltz. More exact value provided by Fake Fitzgerald. Safe movement modification provided by Alias Turbo.

     vector start_pos = llGetPos();

llSetPrimitiveParams([PRIM_POSITION, <1.304382E+19, 1.304382E+19, 0.0>, PRIM_POSITION, destpos, PRIM_POSITION, start_pos, PRIM_POSITION, destpos]); } </lsl>


Don't rely on this behavior without first discussing it with a Physics Linden. It's certainly a bug, and likely to be fixed.