WarpPos
WarpPos is a method by which the 10m limit on non-physical movement can be avoided, by exploiting a misfeature in llSetPrimitiveParams in which multiple parameters of the same flag type are executed in a single server frame. <lsl>
warpPos( vector destpos ) { //R&D by Keknehv Psaltery, 05/25/2006 //with a little poking by Strife, and a bit more //some more munging by Talarus Luan //Final cleanup by Keknehv Psaltery //Changed jump value to 411 (4096 ceiling) by Jesse Barnett // Compute the number of jumps necessary integer jumps = (integer)(llVecDist(destpos, llGetPos()) / 10.0) + 1; // Try and avoid stack/heap collisions if (jumps > 411) jumps = 411; list rules = [ PRIM_POSITION, destpos ]; //The start for the rules list integer count = 1; while ( ( count = count << 1 ) < jumps) rules = (rules=[]) + rules + rules; //should tighten memory use. llSetPrimitiveParams( rules + llList2List( rules, (count - jumps) << 1, count) ); if ( llVecDist( llGetPos(), destpos ) > .001 ) //Failsafe while ( --jumps ) llSetPos( destpos ); }
</lsl>
Quote: warpPos -- llSetPos without the limits ~~ Keknehv Psaltery
A few observations:
Sim crossings are perilous for AVs. Depending on connection speed and whether or not you are connected to the sim (can see it on the mini-map), it may screw up your client. However, it seems like objects, by themselves, can cross great distances. I managed to send an object 4 sims away diagonally. Further testing would help us to understand these things.
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The average time this function takes to execute is under .2 seconds, which is barely noticeable at all, and can easily be attributed to general lag. A simple optimization for an object with a known destination might be to calculate the list beforehand, and then call llSetPrimitiveParams with that list.
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a Linden ... response ... go ahead and find a workaround - I'd love to see it, I'm sure it is usefull, but it might not work very well across sim borders