If you have a sit-style (sometimes called local or regional) teleporter in Second Life® you are probably experiencing problems with it. The most common issue is what is being called the ”000 problem“. This is when the teleport goes very slowly and the viewer screen momentarily shows the location 0,0,0 during the teleport. Other teleporters may be totally broken or just malfunctioning, it may teleport your avatar to the wrong location, or randomly drop your avatar out of the air mid-teleport. These problems seem to impact teleporters that use both the new llSetRegionPos function to teleport avatars and the older WarpPos teleporter function. Some teleporters use a function called posJump, those teleporters seem to have totally stopped working (posJump exploited a bug in the Second Life software to work and they fixed the bug.)
So, here’s what’s Happening with the Teleporters…
In January of 2012 the first of several new script functions for teleporting were released in Second Life. My understanding was that the older “unofficial” functions, used in most teleporters, would then be phased out. I updated my teleporter to use the new function (the Teleporter with Rotation version 2.0) The good news is that the new teleport functions were supposed to be faster, more reliable, and reduce lag. And they were– at first! Unfortunately these new functions, after a few months of working great, started working poorly. The older teleporters also began to have problems as well. The problem has something to do with the avatar’s camera not being able to figure out what to display on the screen during the teleport process. You can read much more about the teleporter problems here. As always there have been no explanations, so we can only speculate as to what happened and why.
The Easy Fix.
There are several ways I’ve found to fix it, my Full Version Teleporter uses two of them in combination. The easiest method for those who have a teleporter with a modifiable script is to add a delay after the llSetRegionPos function. Just add a line of code:
llSleep(0.0); // Replace 0.0 with the seconds of delay you want to add.
The number of seconds needed varies with a lot of things. If you are having trouble with inaccuracy, try adding a delay of 0.2 second up to a full 1.0 second. To get rid of the 0,0,0 problem it generally requires a 5.0 second delay. Of course this does cause the teleport to take slightly longer. But adding the delay gets rid of the nasty graphic appearance and avatar contortion that the 0,0,0 problem often creates. Of course, there is a total fix to this problem, and like all my products, it is very reasonably priced when compared to similar products. Keep reading…
My New Full Version Teleporter Uses a Different Fix.
Yes, I do have a work-around teleporter I designed that seems to work well and solves both the slow speed and 000 problem… I built it for one of my friends who has a full region sim and uses my teleporter in the store directory. Rather than insert a one-size fits all delay like the fix above, it automatically detects and adjusts “on the fly” for the individual users settings to give the fastest possible teleport speed. So for many avatars, a cross region teleport or teleport to a skybox takes 2-3 seconds. I put many, many hours into this new teleporter so it is going to have to be considerably more expensive than the old $12 teleporter I had been selling. My brand new Teleporter with Rotation Full Version is finished and available now. Its pretty fast with 2-3 second teleport times for full sim width or skybox teleports to the top of the useable sky in SL. All without any of the old 0,0,0 side trip problems! Check it out, it took over 6 months to figure out how to make this thing work. Check it out, try out the FREE DEMO you have nothing to lose, and I think once you try it you’ll be convinced it is a great deal!