Difference between revisions of "No Limit Teleporter"
(New page: '''Simple Teleporter - No Limitation''' ---- Zero - Lag<br> You can do anything, change the code and all more... To use:<br> [+] Set stapos (end of script) to the object position (where t...) |
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} | } | ||
}</lsl> | }</lsl> | ||
<b> | |||
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. | |||
A much more efficient solution involves using warpPos or similar solutions instead of self referential functions with llSetPos() loops. | |||
</b> | |||
Bad, but less evil. | |||
<lsl> | |||
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 be come 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) <= 0.01) | |||
{ llSetPos(dest); //corrected variable | |||
teleports(dest); //corrected variable | |||
} | |||
} | |||
</lsl> | |||
<br> | |||
<br> | |||
MUCH Better. [MUST be compiled in MONO] | |||
<lsl> | |||
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); | |||
} | |||
</lsl> |
Revision as of 13:53, 28 May 2009
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.
- )
<lsl> //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>); }
}</lsl>
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. A much more efficient solution involves using warpPos or similar solutions instead of self referential functions with llSetPos() loops.
Bad, but less evil. <lsl> 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 be come 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) <= 0.01) { llSetPos(dest); //corrected variable teleports(dest); //corrected variable }
}
</lsl>
MUCH Better. [MUST be compiled in MONO]
<lsl>
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);
} </lsl>