Difference between revisions of "PosJump"
Soft Linden (talk | contribs) m |
|||
Line 2: | Line 2: | ||
<lsl> | <lsl> | ||
posJump(vector | posJump(vector dest_pos) | ||
{ | { | ||
// An alternative to the warpPos trick without all the overhead. | // An alternative to the warpPos trick without all the overhead. | ||
// Trickery discovered by Uchi Desmoulins and Gonta Maltz. | // Trickery discovered by Uchi Desmoulins and Gonta Maltz. More exact value provided by Fake Fitzgerald. | ||
llSetPrimitiveParams([PRIM_POSITION, <1. | 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> | </lsl> |
Revision as of 17:21, 10 October 2008
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.