No Limit Teleporter
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.
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.
<lsl>
if(llGetPos() != dest)
//is bad
</lsl>
<lsl>
if(llVecDist(llGetPos(),dest)<0.001)
//is MUCH better
</lsl>
ie:
<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 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 }
} </lsl> 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] <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>