Teleporter with Rotation Instructions

Installation & Set Up for the Teleporter With Rotation

Teleporter button graphic
Get the Teleporter with Rotation here:

 A low cost, full-featured Second Life® teleporter.

See the Teleporter with Rotation fact sheet for a full description and features list.

 

QUICK SETUP INSTRUCTIONS:
(For those with technical ability who are familiar with prims and scripts)

  1. Rez the Teleporter with Rotation button from your inventory.
  2. Move your avatar to the desired landing location(s) and write down the location coordinates shown in the current location/navigation bar.
  3. Edit the Teleporter with Rotation script in the Teleporter button.
    • Line 4:  Replace 000,000,00 with the coordinates you wrote down above.
    • Line 6:  Replace 0 with the rotation degrees.  Rotation direction is to the right, or clockwise when looking down.
    • Lines 8, 10, 12, 14:  Edit if desired, see notes in script.
    • Put a check mark in the box labeled “Running” to activate the script and click “Save”.  Wait for the save confirmation! Exit the script editor and prim editor.
  4. Test the teleporter.  Don’t forget to hit “Esc” a couple of times to reset your viewer camera.  It may take several uses for the teleporter to start working properly.  You may want to go back and edit the script to fine tune your landing coordinates and rotation.

That’s it! There is a Troubleshooting Section at the bottom of this page if you have issues.
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VIDEO INSTRUCTIONS:



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DETAILED STEP-BY-STEP TELEPORTER INSTRUCTIONS:

TIP:  Most people can easily set up the Teleporter with Rotation by just looking at the pictures below and reading the captions.

Package Contents:

There are 3 teleporters included in the standard package.

  • “Teleporter-vX.X – Arrows Point Down”
  • “Teleporter-vX.X – Arrows Point Up”
  • “Teleporter-vX.X – Backup Copy”

All three teleporters are identical except for the direction the arrows on the graphic point.  For example; if you are installing a teleporter to send the avatar upstairs you might want to use the “Teleporter-vXX – Arrows Pointing Up”.  The 3rd button is a back up copy in case you mess up or loose one.  You can make as many copies of the buttons as you need.  Each button becomes another teleporter when copied.  (You can also change the direction the arrows point on any of the teleporters, you can make them point sideways for example.  More on that later.)

Suggestion:  Make a few extra copies of the teleporter button and save them in a different folder as back-ups.

A. Find your destination coordinates:

Get the teleport destination coordinates.

IMPORTANT: Stand at the destination FIRST, then check and write down the coordinate numbers!

Walk your avatar to the point you want to teleport to (for example, the top of the stairs.)  Now look at the location in the current location/navigation bar at the top of your viewer screen.  It will have a description and region name followed by a set of 3 numbers in parenthesis (ie; 53, 211, 67).  These numbers are the coordinates of the location where your avatar is standing.  Write down these 3 numbers. 

B. Installing the teleporter button:

Rez teleporter button and move it to where you want it.
Rez the teleporter button by dragging it from your inventory to the floor.
The teleporter buttons are now named “Teleporter-” followed by the version number.

 

Right click on the teleporter button, select Edit to open the editing window.

 

In the edit window make sure the Move button is selected. Click on the "Object" tab. Use the arrows to drag the teleporter button to desired location.

 

Select the Rotate button. Under the Object tab, Rotate the teleporter button as needed by changing the Rotation "Z" value.

 

C. Setting the destination coordinates:

Select the Content tab. Right click on "Teleporter with Rotation Script" and select "Open".

 

In the script look on Line 4 for "Vector destination = <000,000,00>. Replace the 3 numbers (000,000,00) separated by comas with the destination coordinate numbers you wrote down earlier.

 

Put a check in the box labeled "Running". Click on "Save". Wait for it to respond "Save Complete".

 

After it says "Save Complete" close the Script and Edit windows.

IMPORTANT:  At the bottom of the script editing window there is a check box labeled “Running”.  Put a check in this box.  The teleporter will not work if this box is not checked.  By default this box is NOT checked so that you won’t accidentally teleport yourself while unpacking and moving the buttons into position!

If save fails: If it gives you an error message, recheck that you didn’t make a typo when you entered the coordinates.  (Tip: The first number listed in the error message is the line that most likely has the error.)

 

D. First test run:

Press the Esc button twice to reset your camera angle. Left click on the Teleporter with Rotation button.

 

Your avatar should land at the desired destination. Test at least 2 more times, note which direction your avatar faces after landing at the destination. This direction should be consistent after the 2nd test.

Note: it is not unusual for the teleporter to fail on the first use!  Try it again before you panic. (If something goes wrong and you wind up someplace you shouldn’t when you teleport, like sideways under ground or in someone else’s yard, click the “Home” button on your viewer to get out of the mess.  If that doesn’t work you may have to log out of Second Life and log back in.  Then double check that you entered the correct coordinates in the script.)

During periods of very high lag the avatar may not properly rotate.   This is a quirk of the process caused by lag interfering with the script. 

 

E. Adjusting the Rotation:

Return to the teleporter button, right click and open edit. Open the script again.

 

Look on Line 6 for "integer t = 0;". Replace the number 0 with the degrees you wish to rotate to the right after reaching your destination.

 

Save again, make sure it says "Save Complete". Close the Script and Edit windows. Press Exc 2x then test the Teleporter with Rotation again.

 

Your avatar should land facing the direction you desire.

Be careful that you do not accidentally delete the semi-colen (;) after the rotation degrees!

 

F. Other script adjustments:

Optional: On line 8 of the script you can edit what the floating text says that appears above the Teleporter button. For example you might change "Teleport" to say "Teleport to Skybox", or if you have a store; "Teleport to Women's Wear." On line 10 you can edit the color of the floating text. Line 12 changes the action when you click on the teleporter button. You can also control who can use the teleporter on line 14.

 Reference numbers to use for floating text colors:

  • blue = <0.0,0.0,1.0>
  • orange = <1.0,0.5,0.0>
  • cyan = <0.0,1.0,1.0>
  • pink = <1.0,0.5,0.76>
  •  green = <0.0,1.0,0.0>
  • red = <1.0,0.0,0.0>
  • white = <1.0,1.0,1.0>
  • yellow = <1.0,1.0,0.1>
  • purple = <1.0,0.0,1.0>
  • black = <0,0,0>

G. Locking your settings:

When done, edit the button once more to lock it. Select Object tab, check the "Locked" box. This prevents accidental changes to the teleporter settings that sometimes occur when clicking on it.

 

H. Changing the button appearance:

You can edit the Teleporter button to change it's shape, size and appearance.

The button is just a normal prim, you can make many other modifications to it using the edit menu.   (If you locked the teleporter you will need to unlock it to make these changes.)

You can change the size and shape of the teleporter button.  Click on the “Stretch” button, then the “Objects”tab, then adjust the values listed under the “Size (Meters)” heading.

You can rotate the graphic symbol on the teleporter if you wish.  By default the triangle pattern points up.  To make it point down click on the “Texture” tab, then change the Rotation value to 180.

If you want the button to be less bright, click on the “Texture” tab, then uncheck the box labeled “Full Bright”.

You can replace the image on the teleporter with any other texture or image.  For example, you can replace it with a picture so that the teleporter button looks like a picture hanging on your wall.

 

 

I. Preventing Vanishing of the Teleport Button when in use:
This will probably only be an issue for those using the teleporter in a busy setting, such as a store or shop.  For personal use I would skip this step.  When the teleporter is in use the button vanishes while the avatar is being teleported.  This is because the avatar is actually attached to the teleport button and the button “carries” the avatar to the destination.  Then after dropping off the avatar, the button returns to its original location.  Depending on the amount of lag, this may take several seconds to happen.  During that time the teleport button is gone from its original location, which could be an issue in a busy store where other customers might want to use it.  The solution is rather inelegant, but works.  Simply use two buttons, one right in front of the other.  When the first button is in use and gone, the second button behind it will now be visible.

After the teleporter is fully set up, create a duplicate copy of it using the copy-move editing feature.  This is easier to do if you move so that you are looking at the teleporter button from the side.  Right click on the Teleporter and select “Edit”.  Select the button labeled “Move”.  Hold down the shift key and use the move arrow and drag a copy of the teleporter button out a short distance.  Edit the script in the front copy to remove the floating text from it (so you don’t get a double text effect.)  Move the copy back, so that it is right  in front of the original and they appear to be a single button.  Now when someone uses the teleporter they will be clicking on the front button.  It will carry them away, leaving the second copy behind it visible and available for others to use.

If you like the Teleporter with Rotation, please take a minute and give it a positive review at SL Marketplace .

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TROUBLESHOOTING:

If your avatar actually sits on top of the teleporter, something is wrong with the script.  Open the script.  Make sure that the box next to “Running” at the bottom of the window is checked.  Now click “save” and see if an error message appears.  If an error message occurs you will see a set of numbers in parenthesis.  The first number is the line of the script that most likely has the error.  Take a look at that line and see if there are any obvious typos.  If all else fails, delete the teleporter and rez a new one and try setting it up again.

If clicking on the teleporter does not do anything check the “Click to” setting.  Right click on the Teleporter and select “Edit”.  Select the “General” tab.  Look for the line “Click to:” and make sure it is set to “Sit on object”.

Sometimes you will get an incorrect landing rotation or even a slightly off landing location.  Sometimes nothing happens at all.   Apparently a hiccup in SL™ causes this, probably due to server lag causing a line of the script to not get executed.  No known solution.  

If you rapidly teleport several times in a row the landing location and rotation will change.  This is because the new teleport operation is initiating before the older one has completed, causing them to interfere with each other.   Wait a couple of seconds after your avatar stops moving before you teleport again.

If you can’t change the settings, the teleporter may be locked.   Right click on the Teleporter and select “Edit”.  Select the “object” tab, then uncheck the box labeled “Locked”.

If you teleport to a property that you do not own and do not have permission to place objects on, the teleporter button may “disappear”.   If this happens the teleporter button may be gone forever, never to be seen again.  When you teleport your avatar, your avatar actually attaches to the teleporter button and the button moves to the new location.  Because the teleporter button is a prim, if you are not allowed to place a prim on the property at the new location, the prim will be rejected.  Depending on the speed of the rejection process the button may get dumped at the destination or returned to the lost and found folder of yur inventory.  Or the teleporter may get lost in the process.  This is why you should make a backup copy of the teleporter.

If you relocate the teleporter button, you may need to readjust the rotation.  See step “E”.

The teleporter button vanishes for a second or two after being clicked on.   This is normal.  See step “I” in the detailed instructions above for a work-around solution for this problem.

If you have problems with the landing rotation not being correct, try setting the X,Y & Z rotation of the teleporter button to 0.00 (not the rotation in the script).   Right click on the Teleporter and select “Edit”.  Click the “Rotate (Ctrl)” button, then select the “Object” tab.  Under “Rotation (degrees)” set X, Y, & Z to all be 0.00.  You may need to reshape the teleporter button, try turning it into a cube by changing the size of all the sides to 0.5m. Then flatten one side to make it back into a sign shape.

Versions 1.0, 1.1, & 1.2 only:

Consider upgrading to version 2.0 of the Teleporter.  It is expected that now that the llSetRegionPos function is available the older teleporters will start encountering more and more problems.  These older teleporters essentially work by exploiting “bugs” in Second Life to operate.  That was the only way to make a teleporter at the time, so Linden Lab left the bugs unfixed so that we could have teleporters.   But now that Linden Lab has provided an alternative function to operate teleporters, they would probably like to fix those bugs.  When they do fix the bugs, the older teleporters that used them will stop working.  As evidence of that, as soon as the new function was available problems started occurring with the older teleporters that use posJump.  I don’t think that is a coincidence, I think it is a warning.  So time to think about upgrading to a new teleporter that uses the llSetRegionPos function.  While I would love for you to get the Teleporter with Rotation v2.0, there are also some others available that use llSetRegionPos.  Try searching the SL Marketplace for “Teleporter llSetRegionPos”.

The teleporter button does not return to the correct location.   This is a new bug that showed up around the first part of 2012.   It occurs when using the safe_posJump teleport routine.  It appears to occur when the teleporter button is within 1.5 meters of some, but not all, property lines.  For some reason the teleporter button bumps away from the property line when it returns after dropping off the avatar.  I first noticed this problem in first quarter 2012.   I have no idea what changed.  To fix the problem switch the teleporter to use the warpPos routine rather than the safe_posJump.  See next item below on how to make the switch.

To make the teleporter use warpPos in place of safe_posJump:

Open the teleporter script.

 

  • On line 177  delete the “//” at the start of the line.
  • On line 178 add “//” to the start of the line.
  • On line 184  delete the “//” at the start of the line.
  • On line 185 add “//” to the start of the line.

 

 

After editing the script it should look like this:

Switch from safe_posJump to warpPos.

Script when using warpPos teleporting method.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

If you have a problem with the teleporter with Rotation that you can’t solve please email the Leaf Illusion Store.  An email contact link is at the bottom of the  page.  We may not be able to help you but we’ll try.   We also want to know of problems and suggestions regarding the Teleporter.

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Versions & Revisons:

Version 1.1 includes a new transparency feature that hides the teleporter button during teleport.  Version 1.1 also incorporates a fix that significantly reduces the incidence of incorrect avatar rotation during times of moderately high lag.

Version 1.2 adds customized text to the right click contextual menu that comes up if you right click the teleporter button.  Also changes to the packaging and permissions to add consistency and clarify.

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RIGHTS, COPYRIGHTS, TRADEMARKS, ETC:

The base scripts used for this teleporter (and most, if not all, same-sim or regional teleporters) are believed to be public domain (an online search found no copyright notices or claims that I could find.)  Many people over the years have contributed to this script.  The script code sources, and credits, are noted in comments embedded in the teleporter script.

The teleport and rotation scripts were hacked together by Leaf Illusion, and the modified script remains public domain.  The prim transparency modification was added by Leaf Illusion based on an idea in a blog post on alpha transparency.  Can’t seem to re-find that post.  It was probably

These instructions were written by Leaf Illusion for the website http://www.LeafIllusion.com/.

The graphic symbol texture on the teleporter was made by Leaf Illusion and is given to the public domain.

The first version of these instructions was created: 10/19/2011.

Teleporter with Rotation on SL Marketplace

Copyright ©, 2012.  All rights reserved. You may not copy or reproduce the instructions on this page.