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. 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 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) <= 0.01)
{ 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>