Difference between revisions of "PosJump"
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// 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. More exact value provided by Fake Fitzgerald. Safe movement modification provided by Alias Turbo. | // 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]); | llSetPrimitiveParams([PRIM_POSITION, <1.304382E+19, 1.304382E+19, 0.0>, PRIM_POSITION, destpos, PRIM_POSITION, start_pos, PRIM_POSITION, destpos]); | ||
} | } |
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.