PosJump

From Second Life Wiki

Jump to: navigation, search

Here's an interesting method for bypassing the 10m limitation in Non-Physical movement. Be aware that IT WILL NOT WORK FOREVER, there are plans to fix this bug - for long-term use, rely on warpPos. Alternatives that offer the same functionality are being considered. Until there's an alternative, this bug may be allowed to persist. More information here.

 
posJump(vector target_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, target_pos]);
}
 


If the target position turns out to be no-entry, your object will go offworld. So Alias Turbo included a step that sends the object back to its starting position (just in case!) before trying the target position again. So in the case that the target position is no-entry, it will either move 10m at most, or not at all.

 
safe_posJump(vector target_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, target_pos, PRIM_POSITION, start_pos, PRIM_POSITION, target_pos]);
}