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  1. Below is my version of an experience based teleporter. It works upon avatar collision with the teleporter. Instead of requiring manual entry of coordinates, it reads the necessary coordinates from a landmark in inventory. Any improvements would be most welcome. Experience Based Teleporter using Landmarks // Erwin Solo 2018-03-11 // Experience Based Teleporter // Step 1. Set up an experience on your land. See Linden Article at // https://community.secondlife.com/knowledgebase/english/experiences-in-second-life-r1365/ // Recompile this script to set it to the experience name of your land. Quoting the Linden Article: // "LSL scripts must be specifically compiled for an experience in order to make use of experience-related LSL functions. The bottom of the LSL editor in the Second Life Viewer includes a checkbox for Use Experience and a dropdown for selecting which of your experience keys you wish the script to use." // Step 3: Place one landmark in the teleporter and you are done // ===== Don't change anything below here =========== vector gvSIM_Global_Coordinates = ZERO_VECTOR; vector gvLocal_Coordinates = ZERO_VECTOR; vector gvTargetSimCorner = ZERO_VECTOR; vector gvRelative_Coordinates = ZERO_VECTOR; vector gvCurrentSimGlobal = ZERO_VECTOR; key gLocalCoordinateQuery = NULL_KEY; string gLandMarkName = ""; default { state_entry() { llVolumeDetect(TRUE); // Get Global Coordinates of Current SIM gvCurrentSimGlobal =llGetRegionCorner(); llSay (0, (string) gvCurrentSimGlobal); //complain if there are no landmarks if (llGetInventoryNumber(INVENTORY_LANDMARK) == 0) { llSay(PUBLIC_CHANNEL, "There are no landmarks in me. You need to put a landmark in me for me to work."); } //complain if there is more than one landmark else if (llGetInventoryNumber(INVENTORY_LANDMARK) > 1) { llSay(PUBLIC_CHANNEL, "There are TOO MANY landmarks in me. You need to put EXACTLY ONE landmark in me for me to work."); } else { // Get name of the single landamrk in inventory gLandMarkName = llGetInventoryName(INVENTORY_LANDMARK, 0); // Dataserver call for local coordinates of landmark gLocalCoordinateQuery = llRequestInventoryData( gLandMarkName ); } } on_rez(integer start_param) { llResetScript(); } changed( integer change ) { if(change & (CHANGED_OWNER | CHANGED_REGION | CHANGED_INVENTORY)) { llResetScript(); } } dataserver(key query_id, string data) { if (query_id == gLocalCoordinateQuery) { gvRelative_Coordinates = (vector)data; gvSIM_Global_Coordinates = gvRelative_Coordinates + gvCurrentSimGlobal; // Perform a bit of vector math and rounding gvTargetSimCorner = < 256.0 * (float) ((integer) (gvSIM_Global_Coordinates.x / 256.0)), 256.0 * (float) ((integer) (gvSIM_Global_Coordinates.y / 256.0)), 0.0 >; gvLocal_Coordinates = gvSIM_Global_Coordinates - gvTargetSimCorner; // llOwnerSay ("gvSIM_Global_Coordinates:" + (string) gvSIM_Global_Coordinates); // llOwnerSay ("gvTargetSimCorner:" + (string)gvTargetSimCorner); // llOwnerSay ("gvLocal_Coordinates:" + (string)gvLocal_Coordinates); } } collision_start(integer detected) { llRequestExperiencePermissions(llDetectedKey(0), ""); llSay(0, "You need to accept the Experience Permission Request for this to work."); } experience_permissions( key agent_id ) { llTeleportAgentGlobalCoords(agent_id, gvTargetSimCorner, gvLocal_Coordinates, ZERO_VECTOR); } experience_permissions_denied( key agent_id, integer reason ) { llSay(0, "Denied: " + llGetExperienceErrorMessage(reason) + ". You need to accept the Experience Permission Request for this to work."); } }
  2. My Marketplace store sells GL Offhand Teleporter, a HUD that teleport you in any random region, including the ones rated as "Adult". So as a precautionary measure I set the maturity level of my product as "Adult" even though it doesn't immediately show any adult content unless you choose to teleport yourself to a random region and you happen just in an adult region. I wish to low the maturity level of my product as "General" but I don't know if that is the right choice. How should I regulate? I'm modifying this product to let users choose the maximum SIM rate but I still don't know how to set its maturity level. This page didn't help me: https://marketplace.secondlife.com/listing_guidelines#adult-guidelines. Suggestions are welcomed. Thanks in advance.
  3. I am in the process of creating a teleporter for local use on a sim. I have a 10 year old commercial product (the creator left the grid so I can't ask him) which works perfectly but does not have access control. So I decided to make one myself. Anyway, this is how the original product (and my current work) works: Avatar touches a prim (can be linked with other object, like building). Script in prim checks if avatar is authorized and then rezzes a prim to sit on (the beamer). The beamer transports avatar to destination and then self destructs. So far, so good. All this works nicely. I am using a modified version of "warppos" to do the actual teleporting. And here is my problem: If I have a camera hud running, I must hit ESC before sitting on the teleporter. Otherwise the camera will simply not follow the avatar to the teleport destination. Without running a camera hud, everything works fine right away. I did vehicle scripts in the past and never had a problem taking over the camera. My vehicles use llSetCameraParams to setup the camera. I did the same in my teleport script. And yet, for the teleporter I must hit ESC (release the camera to default) before using the teleporter (otherwise my camera settings in the teleporter script are not applied). So the question is: what is the difference between a (non physical) teleporter and a (physical) vehicle? Does the physics allow me to take over the camera (even if user did not hit ESC)? The only difference I can see in my scripts is the fact that the teleporter is non physical and the vehicle is physical. I never thought about it in the past but how does a vehicle script enforce its own camera settings even if the current settings at the time of sitting on the vehicle (from lsl wiki: " Scripted camera parameters will not set for the agent if the last controls they used were their camera controls. Manual camera control will override set parameters too.") are not the defaults? Thanks for any hints on this matter, Wolfe.
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