Difference between revisions of "No Limit Teleporter"
Jump to navigation
Jump to search
BETLOG Hax (talk | contribs) m |
m (<lsl> tag to <source>) |
||
Line 9: | Line 9: | ||
< | <source lang="lsl2"> | ||
//Leave that here | //Leave that here | ||
//Script created by Morgam Biedermann | //Script created by Morgam Biedermann | ||
Line 48: | Line 48: | ||
} | } | ||
} | } | ||
</ | </source> | ||
The above example is a really bad approach to use for many reasons. Not least of which is that lag is precisely what it *will* generate.<br> | The above example is a really bad approach to use for many reasons. Not least of which is that lag is precisely what it *will* generate.<br> | ||
<br> | <br> | ||
An equivalency check that respects SLs somewhat wiggly precision system, and isn't trying to match a movement to EXACTLY 6 decimal places of precision is needed.<br> | An equivalency check that respects SLs somewhat wiggly precision system, and isn't trying to match a movement to EXACTLY 6 decimal places of precision is needed.<br> | ||
< | <source lang="lsl2"> | ||
if(llGetPos() != dest) | if(llGetPos() != dest) | ||
//is bad | //is bad | ||
</ | </source> | ||
< | <source lang="lsl2"> | ||
if(llVecDist(llGetPos(),dest)<0.001) | if(llVecDist(llGetPos(),dest)<0.001) | ||
//is MUCH better | //is MUCH better | ||
</ | </source> | ||
ie: | ie: | ||
< | <source lang="lsl2"> | ||
teleports(vector dest) | teleports(vector dest) | ||
{ | { | ||
Line 76: | Line 76: | ||
} | } | ||
} | } | ||
</ | </source> | ||
And a system that has a user function call itself from within itself is probably not good. | And a system that has a user function call itself from within itself is probably not good. | ||
This is MUCH Better. [MUST be compiled in MONO] | This is MUCH Better. [MUST be compiled in MONO] | ||
< | <source lang="lsl2"> | ||
teleports(vector dest) | teleports(vector dest) | ||
{ list l=[PRIM_POSITION,dest]; | { list l=[PRIM_POSITION,dest]; | ||
Line 85: | Line 85: | ||
llSetPrimitiveParams(l); | llSetPrimitiveParams(l); | ||
} | } | ||
</ | </source> |
Revision as of 00:23, 25 January 2015
Simple Teleporter - No Limitation
Zero - Lag
You can do anything, change the code and all more...
To use:
[+] Set stapos (end of script) to the object position (where to back when the destination is reach).
[+] Set dest (end of script) to the object destination.
//Leave that here
//Script created by Morgam Biedermann
vector posnow;
vector stapos;
rotation rotnow;
teleport(vector dest)
{
if(llGetPos() != dest)
{
llSetPos(dest);
teleport(dest);
}
else
{
llUnSit(llAvatarOnSitTarget());
teleports(stapos);
}
}
teleports(vector dest)
{
if(llGetPos() != stapos)
{
llSetPos(stapos);
teleports(stapos);
}
}
default
{
state_entry()
{
stapos = <141,19,30>;
}
touch_start(integer vez)
{
if(llDetectedKey(0) == llGetOwner())
teleport(<141,19,505>);
}
}
The above example is a really bad approach to use for many reasons. Not least of which is that lag is precisely what it *will* generate.
An equivalency check that respects SLs somewhat wiggly precision system, and isn't trying to match a movement to EXACTLY 6 decimal places of precision is needed.
if(llGetPos() != dest)
//is bad
if(llVecDist(llGetPos(),dest)<0.001)
//is MUCH better
ie:
teleports(vector dest)
{
// if(llGetPos() != stapos)
// This an inherently bad approach; given 6 decimal places on 3 floats in a vector its
// very UNlikely the equivalency will be precisely equal even if its VERY close, this
// will become especially evident at high altitude. It'll look like its stopped,
// but the llSetPos() will be still thrashing away. Possibly for quite some time/forever.
//
// the below will stop in a timely manner.
if(llVecDist(llGetPos(),dest) <= 0.001)
{ llSetPos(dest); //corrected variable
teleports(dest); //corrected variable
}
}
And a system that has a user function call itself from within itself is probably not good. This is MUCH Better. [MUST be compiled in MONO]
teleports(vector dest)
{ list l=[PRIM_POSITION,dest];
l+=l;l+=l;l+=l;l+=l;l+=l;l+=l;l+=l;l+=l;l+=l;
llSetPrimitiveParams(l);
}