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So I added it key experience as well, but when I tried to hop in with an alternative account, it didn't give me the prompt and didn't block me from entering so I'm not sure what I'm doing wrong

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On 10/18/2023 at 10:24 AM, Tirnanoc said:

So I added it key experience as well, but when I tried to hop in with an alternative account, it didn't give me the prompt and didn't block me from entering so I'm not sure what I'm doing wrong

Estate Managers and Estate Owners are except from being required to participate in key experiences to enter regions.

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In my own sim I made a tiny parcel in the corner of the region just big enough for an avatar or two to stand in and put the sim rules/experience inviter there. Once that tiny parcel detects the experience is enabled teleports the user to the main parcel.

Then in the main parcel I have a script which simply loops through agents in the parcel and checks llAgentInExperience once a few seconds and then llTeleportAgentHome people who aren't - This is just to catch friends teleporting friends thus bypassing the main spawn point.

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On 10/22/2023 at 1:24 PM, Lucia Nightfire said:

Estate Managers and Estate Owners are except from being required to participate in key experiences to enter regions.

That alt account had neither title

On 10/23/2023 at 10:44 AM, Extrude Ragu said:

In my own sim I made a tiny parcel in the corner of the region just big enough for an avatar or two to stand in and put the sim rules/experience inviter there. Once that tiny parcel detects the experience is enabled teleports the user to the main parcel.

Then in the main parcel I have a script which simply loops through agents in the parcel and checks llAgentInExperience once a few seconds and then llTeleportAgentHome people who aren't - This is just to catch friends teleporting friends thus bypassing the main spawn point.

Super helpful, thank you. I'll try this!

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On 10/23/2023 at 10:44 PM, Extrude Ragu said:

In my own sim I made a tiny parcel in the corner of the region just big enough for an avatar or two to stand in and put the sim rules/experience inviter there. Once that tiny parcel detects the experience is enabled teleports the user to the main parcel.

Then in the main parcel I have a script which simply loops through agents in the parcel and checks llAgentInExperience once a few seconds and then llTeleportAgentHome people who aren't - This is just to catch friends teleporting friends thus bypassing the main spawn point.

a variation on this. Instead of llTeleportHome, use llEjectFromLand. This will send them from the main parcel to the tiny parcel "spawn point" upon which they can use the experience inviter to join the Experience to get access to the main parcel. Should they choose not to join then they can teleport themselves home or someplace else

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10 hours ago, elleevelyn said:

a variation on this. Instead of llTeleportHome, use llEjectFromLand. This will send them from the main parcel to the tiny parcel "spawn point" upon which they can use the experience inviter to join the Experience to get access to the main parcel. Should they choose not to join then they can teleport themselves home or someplace else

I agree with the sentiment that it's better to teleport the user back to the inviter rather than out of the region.

There is a problem with llEjectFromLand however in that they will be ejected to the same altitude as they were in the main region. Meaning that unless your region is flat and doesn't use skyboxes, your guest has a high chance to end up being sent on a long fall or getting trapped somewhere unintentionally, which is why I personally went with llTeleportAgentHome.

I did in the past request llSendToTelehub, to improve this situation as I don't like having guests that just  entered the region be immediately teleported back out, but alas it never happened.

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5 hours ago, Extrude Ragu said:

I did in the past request llSendToTelehub, to improve this situation as I don't like having guests that just  entered the region be immediately teleported back out, but alas it never happened.

i like this

it might be worth submitting again. As it could be included  in the list of good things being considered for the Linden Damage System. Should a telehub on the region (as a scripted parameter of llRezObjectWithParams) eventuate then is a small step from there to a generic llSendToInfohub function

 

ps add: just add some more thinking on this. I get your point that we talking about people on the arena who have not opted in to the Experience

is a thought that the teleport destination of llRezObjectWithParams could be any region coordinates, however a teleport to a region infohub doesn't break the social contract between Linden and  residents that prevents teleports to "random" destinations, "random" in the eyes of the targeted agent who has not opted in to an Experience. A Infohub is not "random" in this sense

on damage: Send to Infohub if on region else Send Home

from here is a short step to a generic llSendToInfohub function

add more:

a thing that Wulfie mentioned in the other thread about Linden Damage System was that typically players in the game set their "Home" to designated parcels that enable Set Home Here, which helps answer the problem of where players end up when damaged. Which is ok for players in the game. With non-players then probably not as ok, as they don't necessarily know or even want to Set Home Here

suppose REZ_TELEPORT of llRezObjectWithParams had two bit parameters: TELEPORT_INFOHUB | TELEPORT_HOME.  Set either as you prefer or set both. When both then if InfoHub else  Home. In either case Home can be the parcel on the region Set as Home

 

edit add: maybe as clear as mud this bit: "if InfoHub else  Home"

there are two scenarios.

1) A person has their Home set to somewhere on the region: TELEPORT_INFOHUB | TELEPORT_HOME applies TELEPORT_HOME

2) A person has their Home Set to another region. TELEPORT_INFOHUB | TELEPORT_HOME applies TELEPORT_INFOHUB (if InfoHub on region) else applies TELEPORT_HOME

 

Edited by elleevelyn
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