Difference between revisions of "LlTeleportAgentGlobalCoords"

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{{LSL_Function
{{LSL_Function
|inject-2={{LSL Function/avatar|agent|region=*}}{{Issues/BUG-4062}}
|inject-2={{LSL Function/avatar|agent|region=*}}{{Issues/BUG-4062}}{{Issues/SVC-7987}}
{{LSL Function/position|region_coordinates|region=*}}
|inject-3={{LSL_Function/permission|PERMISSION_TELEPORT|grant={{LSLP|agent}}}}
|inject-3={{LSL_Function/permission|PERMISSION_TELEPORT|grant={{LSLP|agent}}}}
|func=llTeleportAgentGlobalCoords
|func=llTeleportAgentGlobalCoords
|func_desc=Teleports an {{LSLP|agent}} to set of a {{LSLP|region_coordinates}} within a region at the specified {{LSLP|global_coordinates}}. The agent lands facing the position defined by {{LSLP|look_at}} local coordinates.  A region's global coordinates can be retrieved using <code>[[llRequestSimulatorData]](region_name, DATA_SIM_POS)</code>
|func_desc=Teleports an {{LSLP|agent}} to {{LSLP|region_coordinates}} within a region specified by {{LSLP|global_coordinates}}.
 
A region's global coordinates can be retrieved using <code>[[llRequestSimulatorData]]("region name", DATA_SIM_POS)</code>
 
If the destination is in the current region, the avatar will land facing {{LSLP|look_at}} as a position within that region. Otherwise, {{LSLP|look_at}} is treated as a unit direction.
 
|func_footnote=The combination of [[llRequestSimulatorData]] and [[llTeleportAgentGlobalCoords]] allows agents to be teleported to regions by region name.
|func_footnote=The combination of [[llRequestSimulatorData]] and [[llTeleportAgentGlobalCoords]] allows agents to be teleported to regions by region name.
|p1_type=key|p1_name=agent|p1_desc=&#32;(avatar to be teleported)
|p1_type=key|p1_name=agent|p1_desc=&#32;(the avatar to teleport, must be the owner)
|p2_type=vector|p2_name=global_coordinates|p2_desc=Global coordinates of the destination region. Can be retrieved by using [[llRequestSimulatorData]](region_name, DATA_SIM_POS).
|p2_type=vector|p2_name=global_coordinates|p2_desc=Global coordinates of the destination region. Can be retrieved by using [[llRequestSimulatorData]](region_name, DATA_SIM_POS).
|p3_type=vector|p3_name=region_coordinates|p3_desc=Destination position inside the target region, given in local coordinates.
|p3_type=vector|p3_name=region_coordinates|p3_desc=&#32;where the avatar should land.
|p4_type=vector|p4_name=look_at|p4_desc=Location avatar will face after completing the teleport, given in local coordinates.
|p4_type=vector|p4_subtype=direction|p4_name=look_at|p4_desc=direction the avatar should be facing on landing (east, west, etc).
|caveats=
|caveats=
* '''This function can only teleport the owner of the object''' (unless part of an [[:Category:Experience Tools|Experience]]).
* Teleports are throttled
* This function cannot be used in a script in an object attached using [[llAttachToAvatarTemp]].
* This function cannot be used in a script in an object attached using [[llAttachToAvatarTemp]].
* '''This function can only teleport the owner of the object.'''
* Sitting avatars cannot be teleported using this function. You must [[llUnSit]] them first.
* Sitting avatars cannot be teleported using this function. You must [[llUnSit]] them first.
* This function will cause other HUD scripts worn by the same user (or other scripts in the same HUD) to crash unpredictably, resulting in "Unable to load script state" and "Bounds check Errors", see [[#BUG-4062]].
* This function does not override a parcel's teleport settings, i.e. if the parcel has a landing zone enabled the avatar will be teleported there.
|examples=<lsl>
* If the script is part of an experience that the avatar has granted permission, then this function may teleport them without being the owner and it will override parcel teleport routing.
* When {{LSLPT|look_at}} treated treated as a direction, a valid input should be <code><llCos(angle), llSin(angle), 0.0></code>.
** In other words, it should be a '''unit vector''' corresponding to the avatar turning '''angle''' radians from north.
|examples=
Basic example:
<source lang="lsl2">
default
{
    touch_start(integer num_detected)
    {
        llRequestPermissions(llGetOwner(), PERMISSION_TELEPORT);
    }
 
    run_time_permissions(integer perm)
    {
        if (PERMISSION_TELEPORT & perm)
        {
            vector global_coord = <232704, 291072, 0>;
            vector region_pos = <122, 122, 40>;
            llTeleportAgentGlobalCoords(llGetPermissionsKey(), global_coord, region_pos, ZERO_VECTOR);
        }
    }
}
</source>
Similar to the above, but also keeps track of current global coordinate and adjusts the '''look_at''' value based on whether the destination is the current region or a different one. This ensures that the avatar will always be facing the same direction regardless of whether they're teleporting within the region or to another one.
 
The script keeps track of the current region's global coordinate in '''state_entry''' and '''changed''' events, which is later used to check whether the destination has the same global coordinates.
<source lang="lsl2">
vector current_region;
 
default
{
    state_entry()
    {
        // Get current global coordinate when the script starts.
        llRequestSimulatorData(llGetRegionName(), DATA_SIM_POS);
    }
 
    changed(integer change)
    {
        if (!(change & CHANGED_REGION)) return;
 
        // Get current region coordinate when entering a new region.
        llRequestSimulatorData(llGetRegionName(), DATA_SIM_POS);
    }
 
    dataserver(key query, string data)
    {
        // Save llRequestSimulatorData response.
        current_region = (vector)data;
    }
 
    touch_start(integer num_detected)
    {
        llRequestPermissions(llGetOwner(), PERMISSION_TELEPORT);
    }
 
    run_time_permissions(integer perm)
    {
        if (!(PERMISSION_TELEPORT & perm)) return;
 
        vector global_coord = <232704, 291072, 0>;
        vector region_pos = <122, 122, 40>;
 
        float angle = 45 * DEG_TO_RAD;
        vector look_at = <llCos(angle), llSin(angle), 0>;
 
        if (current_region == global_coord) {
            // When teleporting within the current region, we should use a position within the region instead.
            look_at = region_pos + look_at;
        }
 
        llTeleportAgentGlobalCoords(llGetPermissionsKey(), global_coord, region_pos, look_at);
    }
}
</source>
Older example:
<source lang="lsl2">
string simName = "Help Island Public";
string simName = "Help Island Public";
vector simGlobalCoords;
vector simGlobalCoords;
Line 94: Line 178:
     }
     }
}
}
</lsl>
</source>
|also_functions=
|also_functions=
{{LSL DefineRow||[[llRequestSimulatorData]]|Useful for requesting simulator position}}
{{LSL DefineRow||[[llRequestSimulatorData]]|Useful for requesting simulator position}}
{{LSL DefineRow||[[llTeleportAgent]]|Teleporting agents to a landmark or position in the region.}}
{{LSL DefineRow||[[llTeleportAgent]]|Teleporting agents to a landmark or position in the region.}}
|history = Date of Release  [[ Release_Notes/Second_Life_Server/12#12.07.24.262437 | 24/07/2012 ]]
|cat1=Teleport
|cat1=Teleport
|cat2
|cat2=Experience
|cat3
|cat3=Permissions/Experience
|cat4
|history = Date of Release  [[ Release_Notes/Second_Life_Server/12#12.07.24.262437 | 24/07/2012 ]]
}}
}}
[[Category:Experience Tools]]

Latest revision as of 03:08, 19 October 2023

Summary

Function: llTeleportAgentGlobalCoords( key agent, vector global_coordinates, vector region_coordinates, vector look_at );

Teleports an agent to region_coordinates within a region specified by global_coordinates.

A region's global coordinates can be retrieved using llRequestSimulatorData("region name", DATA_SIM_POS)

If the destination is in the current region, the avatar will land facing look_at as a position within that region. Otherwise, look_at is treated as a unit direction.

• key agent avatar UUID that is in the same region (the avatar to teleport, must be the owner)
• vector global_coordinates Global coordinates of the destination region. Can be retrieved by using llRequestSimulatorData(region_name, DATA_SIM_POS).
• vector region_coordinates position in region coordinates where the avatar should land.
• vector look_at direction the avatar should be facing on landing (east, west, etc).

To run this function the script must request the PERMISSION_TELEPORT permission with llRequestPermissions and it must be granted by agent. The combination of llRequestSimulatorData and llTeleportAgentGlobalCoords allows agents to be teleported to regions by region name.

Caveats

Permissions
  • Once the PERMISSION_TELEPORT permission is granted there is no way to revoke it except from inside the script (for example, with a new llRequestPermissions call) or the script is reset or deleted.
  • This function can only teleport the owner of the object (unless part of an Experience).
  • Teleports are throttled
  • This function cannot be used in a script in an object attached using llAttachToAvatarTemp.
  • Sitting avatars cannot be teleported using this function. You must llUnSit them first.
  • This function does not override a parcel's teleport settings, i.e. if the parcel has a landing zone enabled the avatar will be teleported there.
  • If the script is part of an experience that the avatar has granted permission, then this function may teleport them without being the owner and it will override parcel teleport routing.
  • When look_at treated treated as a direction, a valid input should be <llCos(angle), llSin(angle), 0.0>.
    • In other words, it should be a unit vector corresponding to the avatar turning angle radians from north.

Examples

Basic example:

default
{
    touch_start(integer num_detected)
    {
        llRequestPermissions(llGetOwner(), PERMISSION_TELEPORT);
    }

    run_time_permissions(integer perm)
    {
        if (PERMISSION_TELEPORT & perm)
        {
            vector global_coord = <232704, 291072, 0>;
            vector region_pos = <122, 122, 40>;
            llTeleportAgentGlobalCoords(llGetPermissionsKey(), global_coord, region_pos, ZERO_VECTOR);
        }
    }
}

Similar to the above, but also keeps track of current global coordinate and adjusts the look_at value based on whether the destination is the current region or a different one. This ensures that the avatar will always be facing the same direction regardless of whether they're teleporting within the region or to another one.

The script keeps track of the current region's global coordinate in state_entry and changed events, which is later used to check whether the destination has the same global coordinates.

vector current_region;

default
{
    state_entry()
    {
        // Get current global coordinate when the script starts.
        llRequestSimulatorData(llGetRegionName(), DATA_SIM_POS);
    }

    changed(integer change)
    {
        if (!(change & CHANGED_REGION)) return;

        // Get current region coordinate when entering a new region.
        llRequestSimulatorData(llGetRegionName(), DATA_SIM_POS);
    }

    dataserver(key query, string data)
    {
        // Save llRequestSimulatorData response.
        current_region = (vector)data;
    }

    touch_start(integer num_detected)
    {
        llRequestPermissions(llGetOwner(), PERMISSION_TELEPORT);
    }

    run_time_permissions(integer perm)
    {
        if (!(PERMISSION_TELEPORT & perm)) return;

        vector global_coord = <232704, 291072, 0>;
        vector region_pos = <122, 122, 40>;

        float angle = 45 * DEG_TO_RAD;
        vector look_at = <llCos(angle), llSin(angle), 0>;

        if (current_region == global_coord) {
            // When teleporting within the current region, we should use a position within the region instead.
            look_at = region_pos + look_at;
        }

        llTeleportAgentGlobalCoords(llGetPermissionsKey(), global_coord, region_pos, look_at);
    }
}

Older example:

string simName = "Help Island Public";
vector simGlobalCoords;

vector landingPoint = <128.0, 128.0, 24.0>;

key owner;


default
{
    on_rez(integer start_param)
    {
        llResetScript();
    }

    changed(integer change)
    {
        if (change & CHANGED_OWNER)
            llResetScript();
    }

    state_entry()
    {
        owner = llGetOwner();

        llRequestPermissions(owner, PERMISSION_TELEPORT);
        llRequestSimulatorData(simName, DATA_SIM_POS);
    }

    touch_start(integer total_number)
    {
        key id = llDetectedKey(0);

        if (id == owner)
        {
            if (simGlobalCoords == ZERO_VECTOR)
            {
                llOwnerSay("Config error, tp request was denied. Please try again!");
                llResetScript();
            }
            else
            {
                llOwnerSay("Teleporting you to: http://maps.secondlife.com/secondlife/"
                    + llEscapeURL(simName) + "/" + (string)llRound(landingPoint.x)
                    + "/" + (string)llRound(landingPoint.y) + "/" + (string)llRound(landingPoint.z) + "/");

                llTeleportAgentGlobalCoords(owner, simGlobalCoords, landingPoint, ZERO_VECTOR);
            }
        }
        else
        {
            // llRegionSayTo is faster than llInstantMessage and we can assume
            // that the touching avatar is within the same sim

            llRegionSayTo(id, PUBLIC_CHANNEL,
                "Sorry, I can't tp you. You're NOT my owner!");
        }
    }

    run_time_permissions(integer perm)
    {
        // if permission request has been denied (read ! as not)
        if (!(perm & PERMISSION_TELEPORT))
        {
            llOwnerSay("I need permissions to teleport you!");
            llRequestPermissions(owner, PERMISSION_TELEPORT);
        }
    }

//  dataserver event only called if data is returned
//  or in other words, if you request data for a sim that does
//  not exist this event will NOT be called

    dataserver(key query_id, string data)
    {
        simGlobalCoords = (vector)data;
        // llOwnerSay("Sim global coords: " + (string)simGlobalCoords);
    }
}

See Also

Events

•  run_time_permissions Permission receiving event

Functions

•  llGetPermissions Get the permissions granted
•  llGetPermissionsKey Get the agent who granted permissions
•  llRequestPermissions Request permissions
•  llRequestSimulatorData Useful for requesting simulator position
•  llTeleportAgent Teleporting agents to a landmark or position in the region.

Articles

•  Script permissions

Deep Notes

History

Date of Release 24/07/2012

Signature

function void llTeleportAgentGlobalCoords( key agent, vector global_coordinates, vector region_coordinates, vector look_at );