Ability to teleport an object with all seated avatars (llTeleportVehicle)
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WolfGang Senizen
Ability to teleport a vehicle like a sim crossing, but to arbitrary grid coordinates.
Something Like
llTeleportVehicleGlobalCoords(vector global_coordinates, vector region_coordinates, rotation direction );
Should either obey the current allow object entry or a new parcel setting "Allow Remote Object Entry"? .
Object should be returned to inventory if the parcel teleported to is set to no entry.
Possibly only available if object has a seated avatar? Don't really need teleporting objects.
This would probably need to be an experience function. But this could lead to heavy fragmentation and incompatible portals. Seeing as gridwide experiences aren't real, and a script in a vehicle would need to have the correct experience for the land its one etc....
Leave behind avatars that have not accepted the experience? A script could give users that haven't accepted the experience a map link to follow along after..
Mostly this would allow for road tunnels for vehicles to other places, spreading the SL road network and increasing connectivity.
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Sterling Ronzoni
I have wanted this feature since starting SL, however, it would be enough if 2 AVs, both "sitting" on a shared device, could all TP together. If it is limited to 2 AVs along with their shared sitting device, it would not have some of the drawbacks that are being described.
Soxy Whisper
There are lots of valid uses and don't necessarily need to complicate it with expeiences and managing access rights. If an AV is seated assume they have accepted the move event, otherwise, why would they be seated on a vehicle?
Andromeda Quonset
It sounds like a potentially great way to grief a sim, teleporting a megaprim package to a sim and having it unfold. I hope it has some restrictions.
Tech Robonaught
Moles could just use redirects. On collision with an object a script in vehicle tells it where to move to ... I have examples in world if you need them.
Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
Bavid Dailey
I can think of various situations where multiple avatars arriving in one fell swoop , is far from desirable. To a club , for example.
And there are all sorts of edge cases, some which Vincent pointed out, but suppose the region is nearly full, but the number of wannabe teleportes is more than can be added. Or one , but not all , of the teleportees is banned from the destination. And so on....
However the permission to teleport is perhaps a red herring,e the controlling script can ask for permission to teleport of anybody who sits. If not granted, they are unsit before the teleport.
On the whole, I don't think that this idea is feasible
Vincent Nacon
I think it's a great idea on paper, but might not be ideal for others who are sitting with you to agree on that term so expliectively. Imagine you're driving a bus with few random people on it. If it's just one avatar (the driver) then it's fine to do just that. I can almost see this becoming part of the experience system, but not everyone is going to agree. Same problem with the normal permission to teleport method. Some people might be ok with the idea of getting to places by normal means, but being teleported to somewhere else could be a problem. Like what if someone is driving a school bus full of children, driving on a PG mainland, and drove into a tunnel that would take them to the adult mainland? Adult and PG mainlands are not estate connected. As well in another case vice versa.
Maybe for those who already agreed to be part of the experience or granted the teleport permission would stay on that vehicle/object and those who didn't would be unseated and get left behind? That's one idea...
However, I feel that LL need to address the simcrossing/teleport mechanic aspect more, to reduce chances of crashing/glitching out, before getting this sort of function. This is still a problem today. :/