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Why not just place a statement which says... <br>
<br>
if no adjoining region exists....<br>
if location >256 then location = 256<br>
if location < 0 then location = 0<br>
<br>
Do this for both x and y coords.<br>
<br>
Wouldn't this effectively stop the issue?<br>
<br>
~BoneZ<br>
<br>
I've made some simple vehicle scripts with this type of logic to
keep them from trying to cross into another region.<br>
<br>
<div class="moz-cite-prefix">On 12/19/2013 10:57 AM, Mister Blue
wrote:<br>
</div>
<blockquote
cite="mid:CAJ=JWqxv2SQi_ydoAj9kC0WrEQwt+Y2SHH8jYQQ8rQN_JJUkCg@mail.gmail.com"
type="cite">
<div dir="ltr">What should happen when an object moves off a
region into an undefined neighbor? At the moment, BulletSim
thinks the object is outside the region it is managing and it
has handed off the object to the simulator to move the object to
the adjoining region. Since the adjoining region doesn't exist,
the object is left in limbo with the region still holding the
object (since the region hand-off didn't happen) but outside the
area the physics engine is operating on.
<div>
<br>
</div>
<div>What should happen? Should there be an implicit DIE_AT_EDGE
of there is no adjoining region? Should the object be moved
back into the region it left?</div>
<div><br>
</div>
<div>-- mb</div>
</div>
<div class="gmail_extra">
<br>
<br>
<div class="gmail_quote">On Thu, Dec 19, 2013 at 1:48 AM, Ai
Austin <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:ai.ai.austin@gmail.com" target="_blank">ai.ai.austin@gmail.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
I do have the griefer's UUID...<br>
<br>
Jack.Marioline @<a moz-do-not-send="true"
href="http://sanctuary.homelinux.org:8012" target="_blank">sanctuary.homelinux.org:8012</a><br>
fe7b0dfc-5629-4189-8fcb-e856db25f5ec<br>
<br>
though I am sure that is one of many identities and will
already be different now.<br>
<br>
I think the objects must be coming from an emitter placed
somewhere perhaps high... Then spawning physical objects at
a high rate which themselves probably are also cloned
emitters, and the physical objects roll over the terrain
getting to low points. That is why many end up at the
edge. But they do not seem to stop at the edge they go
slightly over and that causes problems. I am using
BulletSim, so that would seem to be worth considering as a
BulletSim bug. BulletSim should never allow a movement that
makes the object appear at an illegal location that is not
considered in the region by viewers (though they are left in
the object count of the region). The objects pile up one on
top of another at this edge.. See<br>
<br>
<a moz-do-not-send="true"
href="http://www.aiai.ed.ac.uk/%7Ebat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Snapshot.jpg"
target="_blank">http://www.aiai.ed.ac.uk/~bat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Snapshot.jpg</a><br>
<br>
<a moz-do-not-send="true"
href="http://www.aiai.ed.ac.uk/%7Ebat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Map.jpg"
target="_blank">http://www.aiai.ed.ac.uk/~bat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Map.jpg</a><br>
<br>
<a moz-do-not-send="true"
href="http://www.aiai.ed.ac.uk/%7Ebat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org.jpg"
target="_blank">http://www.aiai.ed.ac.uk/~bat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org.jpg</a><br>
<br>
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target="_blank">https://lists.berlios.de/mailman/listinfo/opensim-users</a><br>
</blockquote>
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