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Posted

I am trying to us what appears to be a very simple Vehicle Teleport script named KCP Redirect.

I have followed the extremely simple instructions to a 'T' yet it does not function at all. It is a free script in the ML.

Can anyone offer any advice or have any knowledge of this script?

Yes I IM'd the author but have not heard back.

Posted (edited)
2 hours ago, KataH Kronos said:

I am trying to us what appears to be a very simple Vehicle Teleport script named KCP Redirect.

I have followed the extremely simple instructions to a 'T' yet it does not function at all. It is a free script in the ML.

Can anyone offer any advice or have any knowledge of this script?

Yes I IM'd the author but have not heard back.

The most common errors are spelling error in the name field of the object or not proper coordinates in the description field of the object, on which your vehicle is going to hit/touch in order to be transported.

Be sure the KCP Redirect 1.01 script is placed in the main root of your vehicle (permissions COPY or COPY/TRANSFER).

The vehicle transportation can only happen within a region (SIM) - not between two regions.

The mandatory name field of the object to be touched/hit is: redirect

The description field must have a valid point within the region as for example: 172,40,2022

Notice not like  <172,40,2022>, but plain simple comma separated.

 

If you want a vehicle to be able to move between regions, it has to be a vehicle the user attach and in this context KCP/ACS scripts cannot be used.

The KCP Redirect script is a free add-on to ACS Vehicle Operating System v6.x costing 3,999 L$.

Edited by Rachel1206
Posted

The version of the KCP Redirect script I got from the marketplace is 1.0 so if there is a newer one, like you mentioned 1.01, I do not have that.

So everything you mentioned I have checked twice.

1. You stated that the root prim needs to be COPY or COPY/TRANSFER. That is not stated in the instructions but I do have MODIFY/COPY permissions. Is this required?

2. Do the coordinates placed in the description have to be whole numbers? IE. No decimal values?

3. No spaces after the commas in the description?

4. Could the vehicles scripts themselves interfere with the KCP Redirect script?

Thanks.

 

Posted
9 hours ago, KataH Kronos said:

The version of the KCP Redirect script I got from the marketplace is 1.0 so if there is a newer one, like you mentioned 1.01, I do not have that.

So everything you mentioned I have checked twice.

1. You stated that the root prim needs to be COPY or COPY/TRANSFER. That is not stated in the instructions but I do have MODIFY/COPY permissions. Is this required?

2. Do the coordinates placed in the description have to be whole numbers? IE. No decimal values?

3. No spaces after the commas in the description?

4. Could the vehicles scripts themselves interfere with the KCP Redirect script?

Thanks.

 

1. This rules applies for non free KCP/ACS scripts, I would assume so with the free KCP Redirect script if used with KCP/ACS scripts.

2-3. You can use decimals, but no spaces in the description.

4. In theory yes, if the vehicle script is full perm, you can see this easy.

Posted (edited)
1 hour ago, KataH Kronos said:

The Vehicle script is not full perm. If it was full perm (something the designed might allow me to try), how would I determine it interferes with the KC Redirect script?

 

You cannot if the scripts are no mod - what I would do, try the KCP Redirect in another vehicle with another vehicle script, if it works flawless with that, it is clear the vehicle script in your first one somehow interferes.

Edited by Rachel1206
Posted

So I tried to 3 other vehicles, even a very very simple ne running a free vehicle script. Nothing happened. So I have no idea what is wrong here. I also sent a notecard to the creator but have not ear d word form him.

Being that this script is free I haven't wasted any money but it seemed so simple that is why I took it.

Posted
11 hours ago, KataH Kronos said:

So I tried to 3 other vehicles, even a very very simple ne running a free vehicle script. Nothing happened. So I have no idea what is wrong here. I also sent a notecard to the creator but have not ear d word form him.

Being that this script is free I haven't wasted any money but it seemed so simple that is why I took it.

It works perfect. And the programmer, creator of the KCP/ACS vehicle system is a woman Karyn Vaher.

1. Make a prim - name it redirect, in the description field specify TP point: 128,128,22

2. Place the KCP script in the root of the vehicle

3. Drive into the prim - vehicle is transported to position 128,128,22

Contact me in world: Rachel1206, I will help you.

Posted (edited)

By the way my vehicle, which is a locomotive, is not Mesh (so it is made of prims) and set to Phantom, the vehicle script itself makes it Phantom the moment it start moving.

OK I got it to work (sort of). What I did not know was that the 'rediect' prim needs to be a Physical object for this to work.

However after the 'rediect', the vehicle becomes physical and goes crazy, turns sideways, goes off the track, then stops functioning..

I also get a script error:  Can't enable physics for object with physics resource cost greater than 32. Not sure what to do about that.

I am thinking that the KCP Redirect script will not work for my purposes.

 

Edited by KataH Kronos
Posted
13 hours ago, KataH Kronos said:

I also get a script error:  Can't enable physics for object with physics resource cost greater than 32. Not sure what to do about that.

I don't know anything about KCP - this thread is literally the first I ever heard of it - but this particular physics thing may have an easy fix. Because the vehicle is all prim, there are almost certainly bits that don't need any physics model at all, so you can "Edit linked" those parts and in the Features tab choose Physics Shape Type: None. Can't do that to the root prim. Also, you may want to experiment first in a sandbox because some linked prims can blow up Land Impact with Physics Shape Type: Prim if not all links are Prim.

That doesn't mean the vehicle is going to behave with the current scripting. If I'm reading this correctly and the main script was for a non-physical vehicle - pretty common for locomotives - it'll need replacement or extensive rework to function as a physical vehicle.

Posted
17 hours ago, KataH Kronos said:

By the way my vehicle, which is a locomotive, is not Mesh (so it is made of prims) and set to Phantom, the vehicle script itself makes it Phantom the moment it start moving.

OK I got it to work (sort of). What I did not know was that the 'rediect' prim needs to be a Physical object for this to work.

However after the 'rediect', the vehicle becomes physical and goes crazy, turns sideways, goes off the track, then stops functioning..

I also get a script error:  Can't enable physics for object with physics resource cost greater than 32. Not sure what to do about that.

I am thinking that the KCP Redirect script will not work for my purposes.

 

No, physics must be enabled - the easiest solution if to write your own move script.

Posted

I use the KCP Redirect Script in all the motor vehicles I build and sell.  The 'engine' for my vehicles is my own, not KCP/ACS, so I have some familiarity with the KCP script, but I am no expert by any stretch of the imagination.  That being said I can comment with experience on some of what you mentioned, but not all.

The vehicle being prims or mesh makes no difference, it works equally with either.

The "Can't enable physics for object with physics resource cost greater than 32" error message is caused by the main 'engine' script that powers the vehicle.  In the past, moving objects had to be 32 prims or fewer in order to move/function.  Changes came along allowing movement of larger land impact vehicles.  KCP/ACS has a script that you can add to any mod permissions vehicle to allow other engine scripts to work if needed.  It was available free on MP last time I looked.  (Something like: "Free high prim / mesh support script for any vehicle (v4) KCP Over32").  Add that script to the root prim, just like you did with the Redirect script, and that should hopefully correct that concern.

As far as the action of the vehicle immediately following redirect, I have no experience with trains, but I suspect that your problem might be caused by the train landing, or not landing, properly oriented on the tracks.  When you go through the redirect 'port', upon landing with motorcycles/cars/trucks/boats, you don't necessarily land in the direction of the road/track/whatever and the vehicle itself travels a short distance forward.  With most roads and on the water this is not a problem as the driver simply coasts, turns to orient in the direction of travel and rides onward.  In your case the train is likely not landing on the tracks exactly the direction of travel in which the tracks were laid.  This could be further complicated by the way in which R/R tracks in SL are constructed, but I'm not sure on this one as I've not tried what you are attempting.  The R/R tracks, if I'm not mistaken, have an invisible center rail the trains follow.  That might be the cause, as the train would probably have to land just right in order to proceed normally.  It might be hitting that rail and diverting.  You'll have to try that one.

Just some things to consider.  Good luck.

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