BigMap Landing Point

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Ilan Tochner
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Re: BigMap Landing Point

Post by Ilan Tochner »

Hi Snoots,

All the various platforms you've mentioned follow the instructions of the viewer which sends them the location. Until this issue is fixed in the viewer the only thing that grids can do to overcome it is to ignore the viewer instructions and that can lead to a lot of cases where people expect to be teleported to one place and arrive at another. As I've said, the teleport logic is already very complicated and entire regions and script systems have been built based on this logic so changing it won't be without negative consequences for a lot of people.
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Re: BigMap Landing Point

Post by Snoots Dwagon »

Yesh Ilan, was just discussing scripting solutions with Shandon. I understand you said earlier it was Viewer side and a complex function. We've solved the problem to acceptable performance (if you can't knock the wheel off the axle... knock the axle out of the wheel). So I consider this resolved and was just discussing coding options and caveats for the benefit of those who wish to take that route.

You called me "Snoops". Mwahahahaha yups. I snoops out da issues, for sure. (What would you have ever done with spare time before dwagons showed up?) :mrgreen:
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Ilan Tochner
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Re: BigMap Landing Point

Post by Ilan Tochner »

Sorry, I was distracted by my kids when I wrote my reply :-)
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Re: BigMap Landing Point

Post by Snoots Dwagon »

Ilan Tochner wrote:
Tue Dec 08, 2020 7:38 pm
Sorry, I was distracted by my kids when I wrote my reply :-)
:mrgreen:
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Re: BigMap Landing Point

Post by Shandon Loring »

Hi Snoots...
I have the feeling I might be off on a different angle of the topic than you all are discussing...
However, the gates we are using at Seanchai Library here in Kitely are very flexible and allow to set your avatars landing facing direction, etc.
They work fast easy and flawlessly. As far as I know the script we're using is in quite common use here. It can be set to Collision, Touch, or both for activation.

In any event... if you'd like to pop over to either of the following locations, and try wandering through any of the gates there, if you find something useful please ping me and I'll get you the scripts (admittedly I should clean them up a bit, my script housekeeping is not pristine!)

Spaceworld
https://www.kitely.com/virtual-world/Sh ... ACEWORLD-2
hop://grid.kitely.com:8002/SPACEWORLD/183/129/22

Seanchai Library
https://www.kitely.com/virtual-world/Sh ... g/Seanchai
hop://grid.kitely.com:8002/Seanchai/144/129/29

On a related/unrelated note... am using collision activated TP gates in SL also that allow to correctly face the avatar at the landing zone. By using the "Experience" feature in SL the gates are simple walkthru for those that accept being part of the "Experience". No where near as easy and flexible as Opensim, but it is pretty cool for SL. If you have need for a script like that in SL also please ping me. ☺
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Re: BigMap Landing Point

Post by Bethany Winslow »

:D Thank you so much Snoots for the script. Works like a charm. I know you think "it's a lousy hack", but I am so thankful for it. Solved my problem!
Snoots Dwagon wrote:
Sun Dec 06, 2020 2:45 pm
However, we "solved" the problem (such as one solves a hole in the wall by covering it with a picture). We sunk our land at 128,128 to sea bottom and placed a portal disc at the bottom. People log in and without knowing it (because they're still rezzing) fall to the bottom of the ocean and are instantly teleported to our Welcome Center. It's a lousy hack, but it works. :roll:
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