Teleporter with Rotation Full Version, Instructions for Use

Teleporter for Second Life® Skyboxes, Shops, Sims, Large Estates, Etc.

This Second Life® teleporter is ideal for use with a skybox and for teleporting across regions.  2-3 second teleports across the full sim or to a full-height skybox!  Lots of features!  Purchase it direct from the SL Marketplace at Teleporter with Rotation Full Version.

Scroll down for Instructions and Troubleshooting Tips

Specifications Sheet / Features:

  • Current Version is 2.7.  The current version increases the speed.  Current owners send an IM to Leaf Illusion for an free upgrade.  Be sure to send it from the account you used for purchase.
  • Fast 2-3 Second Teleport Speed for Full Region Distances- Including Skyboxes up to the maximum SL height!
  • Full Region Teleporting Range.  Teleports any avatar to anyplace in same region or sim regardless of the viewer settings used.   Range: 300m Horizontal, 4096m vertical.
  • Allows You to set the Avatar Landing Rotation!  Rotation feature allows you to turn the avatar to face the direction you want on arrival.  (The rotation feature does not work in OpenSim due to a bug in the llUnSit function as is implemented in the OpenSim program.  This does not impact Second Life users, only OpenSim Worlds.)
  • Evaluates each Teleporter User and Adjusts for Them.  Teleporting depends to a large extent on the user’s computer speed, the Internet connection speed, and the viewer’s graphics settings.  This teleporter adjusts for these factors for each avatar who uses it.  To maximize the teleport speed it actually makes speed adjustments “on the fly” as the avatar is being teleported!
  • No “0,0,0” Display Problems when Teleporting.  While for the time being this little Second Life bug is fixed, it has reappeared in the past.  An optional setting in the Teleporter with Rotation Full Version works around the SL teleporter bug that slows down most teleporters and sends avatars temporarily underwater to 0,0,0 !  This teleporter is almost never is impacted by 0,0,0 side trips.
  • Reliable.  Teleport errors seldom occur with this script.  If they do, the script attempts to correct them, and then exits gracefully and cleans up, if possible, when all else fails (which is very rare.)
  • Uses the supported  llSetRegionPos function.  Does not use the outdated, unofficial “warpPos” or “posJump” teleporter exploits used in most older and free teleporters.
  • 1 Click to Teleport – no menus, just click/touch the teleporter button and your avatar is teleported.  No need for the avatar to stand on a special teleport disk on the floor.  If you can clearly see the teleporter button chances are you can click on it and teleport your avatar.
  • Teleporter “Swoosh” Sound.  Makes the standard teleporter swoosh sound on arrival.  The sound can be turned off if you want silent teleports.
  • Custom Sound may be used.  Just enter the UUID of the sound you want to use in the configuration.  The default sound is the standard teleporter swoosh sound used in SL.
  • Arrival Message.  A custom arrival message may be sent to the user on completion of a teleport.  Customize the message to anything you want to say.  “Welcome to my store!” or “You have arrived!” for example.  The message may also be turned off.
  • Floating Text.  You can add optional floating descriptive text over the teleporter, for example “Click to Teleport” or “Teleport to Skybox”.  You can also select the text color, and of course, you have the option to turn it off and have no text at all.
  • Transparency During Teleport.  This feature makes the appearance when teleporting a little better.
  • 1 Prim.  Each Teleporter with Rotation is only a single prim, and contains only one script.
  • Low Lag.  The script sleeps except during initial setup and when a teleport is in progress.  No lag producing “listens” or “continuous timers” that are used to search for other teleporters to link to, run menus, or wait for chatted commands.  All of those “ease of use” features in other teleporters keep their scripts (often more than one) looping 24/7 and suck up resources!  Plus there are no special effects that use particles, those really suck up resources.  A dozen Teleporters with Rotation on a directory board is not going to bog down your sim.
  • No Destination Pads.  Does not require anything be placed at the destination.  No pads, locators, etc.  The only requirement is that the destination needs to be on property the teleporter’s owner has permission to build on, otherwise the teleporter can’t “drop off” the avatar at the destination.
  • Debug Messages.  An optional setting turns on and off debugging messages for troubleshooting.
  • Perfect for Store Directories.  Use in mall sims, teleport the customer directly to the store, face them looking into the store or even at specific merchandise!  Use any graphic texture, size, or shape you want for the button image.  Use it to move between departments or to different floor levels.
  • Clean & Attractive Teleporter Button Graphic, arrows on the graphic visually indicate the purpose.
  • Change the Arrow Direction.  The arrow symbol on the teleporter button can be made to point up, down, left or right by means of a setting in the configuration notecard.
  • Modify the Teleporter Button Appearance by substituting your own prim, mesh object, and/or graphic.  You can put it in just about any prim or mesh item, as long as there aren’t any other scripts in the item to interfere with it.
  • Control Users.  Change the options to allow anyone to use the teleporter, or set it to allow use only by the teleporter owner, or only by members of a group.
  • Optional “HoldingPosition” setting.  This setting helps in busy sims where you may sometimes get the appearance of the avatar sitting on the teleporter during the teleport process.  It is a optional temporary mid-point “holding position” the avatar may be moved to on the way to the final destination.  This latest version of the teleporter seldom has this problem so you probably won’t need it.  But some sims with high lag levels may still find it useful.  Plus sometimes it is just fun to “hop” the avatar for a quick preview of someplace on the way.
  • No warpPos.  Does NOT use the outdated and increasingly unreliable warpPos or posJump exploits that are used in pre-2012 teleporters.  It does not use Landmarks, maps to click on, or RLV either.  It uses the SL function designed for  teleporting, llSetRegionPos.  It does NOT use a downloadable “free” script.  This is a very complex script that uses a number of tricks I discovered through months of experimentation that make it work faster, smoother, and more accurately.
  • Modifiable Delay Setting.  All SL teleporters are severely impacted by individual sim conditions.  While this full version teleporter will make automatic adjustments for local conditions, it also allows you to set the maximum delay parameter used.  Setting a delay helps slow down the teleporter script which, while it seems insane, actually fine-tunes it to be even faster in some sims.  With the fast llSetRegionPos feature some teleport scripts will execute the arrival sequence before the avatar actually arrives, causing the script to trip over itself.
  • Free Updates.  Updates are free for the original purchaser.  If you purchased the teleporter from Leaf Illusion you may request a script update by sending an  IM to username Leaf Illusion in-world.  NOTE: The upgrade script only works in teleporters purchased from Leaf Illusion.
  • Function over Form.  The Teleporter with Rotation is designed from the ground up to be commercial grade, suitable for use in stores and public sim builds.  This means the design emphasis for it is function before “fluff”.  The purpose of this teleporter is to get an avatar someplace else FAST, with a nice visual experience, a minimum of effort, and importantly, without bogging down your region with lag.  Of course all of this is beneficial to a user who only has a small parcel and a skybox they want to teleport to!
  • Detailed Step-by-Step Instructions and Troubleshooting Tips.  Lots of detail and troubleshooting tips.  Written in good English! 
  • Copy Permission. Buy just one.  Copy the teleporter to create as many teleporters as you want and use them all over your property.
  • Modify Permission.  You can modify the teleporter button (the teleporter script is no modify.)  You can also copy the script and setup notecard into another object, which will make that object into a teleporter.  So you can use it to make signs, chairs, doors, whatever, into a teleporter.
  • Easy Updates.  The teleporter settings are in a separate notecard that you can rename and copy.  So if you have 10 teleporters you can give them each a individually named notecard.  This is useful if you are operating a sim with lots of teleporters.  To update the teleporters you simply drag the updater script onto the teleporter.  It will use the old notecard for the settings.  No need to reenter your specific settings.
Teleporting in SL depends to some extent on the user’s computer speed, Internet connection speed, and viewer settings.  Because of this, a few users may experience odd screen images during teleport, and in the rare event that you need to activate the optional 0,0,0 bug fix teleports can take up to 8 seconds to complete, but only for those with very slow connections or restrictive viewer settings.   These problems can’t be avoided for a very small percentage of users.  A few very busy sims also have problems due to lag.  I’ve tested this in some of SL’s busiest sims and problems are rare, but when a sim gets close to capacity everything is going to slow down.  Of course, the teleporter is also guaranteed for 90 days.  If for any reason it doesn’t meet your needs, I’ll refund your purchase price.
If you would like to see the Teleporter with Rotation Full Version used in a store directory, visit the Prime 3D Region in Second Life (teleport to Prime 3D 154,90,31).  Walk to the end of the bridge and on your right is a large store directory sign. Click on a store name in the directory and you are teleported directly to the store.  Each store name panel in the directory is a copy of the Teleporter with Rotation using a custom graphic.   The store directory at Prime 3D demonstrates how the appearance of the teleporter can be completely altered.  Prime 3D is also an excellent shopping location, especially if you are a builder in Second Life.  If nothing else you should stop by Prime 3D to look at the fabulous architecture.  (No, it is not my sim, I’m not connected with it beyond their use of my teleporters.  Just another cool SL location worth exploring.)


Teleporter with Rotation Full Version. 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 2 teleporters and a compass included in the standard package.
  • **Read me. Instructions for teleporter**
  • Global Rotation Compass
  • Teleporter-with-Rotation-Full-Backup
  • Teleporter-with-Rotation-Full
Both of the teleporters are identical.  To save you some time I included a back up copy in case you mess up or loose one.  You can make as many copies of the teleporters as you need.  Each becomes another teleporter when copied.  Suggestion:  Make a few extra copies of the teleporter and save them in a different folder as back-ups.

A. Find your destination coordinates & rotation:

(1)Stand avatar at the destination. (2)Get the location coordinates. (3) Use the compass to get the rotation degrees.
Update: Recent viewer versions no longer show the location coordinates by default. You may need to click the drop down arrow on the right side of the location bar to display the coordinates.

Walk your avatar to the point you want to teleport to (for example, the top of the stairs.)  In your inventory find the new folder that contains the teleporter.  It is called “Teleporter-with-Rotation-Full v__.___”  with the version number at the end.   In the folder is a tool called “Global Rotation Compass“.  Drag it to the floor to rez it.  The compass has a script in it that will rotate it to “Second Life World North” (aka the in-world “Global Rotation”.)  If you are unsure if the compass is pointing the right direction, then left click on it.  If a menu opens, then the compass is working.  Press the button labeled “Reset”.  If the menu does not open then the most likely cause is that you don’t have permission to run scripts in this location.  You must have permission to run scripts for both the compass and the teleporter to work.  (If you are just trying to test the teleporter at a sandbox or rez zone, note that many sandboxes and most rez areas don’t allow scripts to be run.)  If you want to use the compass as a decoration you are welcome to.  You can reduce lag in your region by deleting the script from it.
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; 32, 206, 53).  These numbers are the coordinates of the location where your avatar is standing.  Write down these 3 numbers.   Now look at the compass to find the degrees you want your avatar to rotate to face after they land at the destination.  There are 359 degrees shown on the compass perimeter, choose the number that points in the direction you want.  Write it down, it is your rotation value.

B. Install the teleporter button:

Rez the Teleporter with Rotation by dragging it from your inventory to the floor. Right click on it, select edit, and drag the teleporter button to the desired location.

Walk your avatar to the location you want to install the teleporter at, the location you want to teleport from. Drag the “Teleporter-with-Rotation-Full v_._” object from the inventory folder to the floor. This is the teleporter button that you will click on when you want to teleport.

With the edit window still open drag the teleporter button to the location you desire for the button. You can place the button anywhere convenient, remember you can click on it from anywhere within a reasonable distance. For example you can easily click on it from anywhere in a room that you can see it. So if you are using it to teleport upstairs, for example, it does NOT have to be located next to the stairs. The direction the “chevron” arrows on the button face can be changed using the settings, you don’t need to rotate the button (although you can if you wish.)

C. Setting the destination coordinates, rotation, etc.:

Click on the “Content” tab in the edit window. Then double click on the “Teleporter Setup Notecard” to open it up.
Setting up the teleporter is easy. You simply edit the settings in the notecard that is inside the teleporter button. With the teleporter edit window still open, click on the “Contents” tab. Then double click on the “Teleporter Setup Notecard.” The notecard will open and you can change the settings the teleporter uses.

Tip: Rename the notecard to something that specifically identifies it. For example, “Teleporter Setup Notecard Skybox”. You can give it any name you desire, just make sure there is only one notecard inside the teleporter contents. Once you have it setup, drag a copy of it into your inventory for safe keeping. That way if something bad should happen and the teleporter get’s deleted, you will be able to restore it much faster.
Editing the Teleporter Setup Notecard:

Image of the notecard. Here you can customize the teleporter in many ways.

Find the section of the notecard where the setup settings are.  The settings are on the lines that do not start with the pound sign #.  Comment lines that start with a # sign are ignored.  You can add notes of your own to your notecard, just begin each line you add with a # sign.

Start with the line labeled “Destination = <000,000,000>.  Replace the 000,000,000 with the coordinates of your destination that you wrote down earlier.  Be sure you do not accidentally delete the angle brackets  < >.  If you  delete the angle brackets you will get an error message when you save the notecard.

You must replace 000,000,00 with your desired destination coordinates.  If you leave the destination set to 0,0,0 you will get an error message.  This is to prevent you from accidentally teleporting yourself to 0,0,0 –which is not a fun experience!
What if you want to set the teleporter to teleport to 0,0,0?  If so you will need to set the destination to 0.0,0.0,1.0   That will teleport the avatar to a point 1 meter above 0,0,0 and the avatar will drop down to 0,0,0 when the teleporter releases them.

Find the line labeled “Degrees = 0”.  Replace the 0 withthe degrees you obtained earlier from the Global Rotation Compass.  You can leave it set to 0 if you don’t want any rotation.

That’s all the settings that need to be addressed now.  The remaining settings are optional.  When you are done editing the settings click on “Save” to save them.  The teleporter will read the new settings as soon as you save them and will repeat the critical ones back to you in the chat dialog so you can confirm them.
The teleporter has an extensive error checking routine that will look for any errors in your notecard settings after you save them.  If an error is detected it will chat an error message to you.  It tends to chat a lot of information to you, so be proactive and take a minute to look at it.

Important: On the first teleport after changing any settings the teleport is much slower than normal.  The teleporter needs to process a lot more information on this first use.

Other Settings:
  • FloatingText.  The default setting is a blank space which means no text will float above the teleporter button.  You can insert any message you desire .   So you could write “Teleport Upstairs” (without the quotes.)  A warning: the floating text can often be seen through walls!  So if you mount the teleporter button on a wall, the text will be visible from the other side of the wall.
  • TextColor. Insert numeric values here to determine the color of the floating text.  The default is a black/white combination that is visible against most backgrounds.  Here are some common colors you may want to try:
    • 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>
  • Access. This determines who may use the teleporter.  Set to ANYONE and anyone may use it.  Set to OWNER and only the owner may use it.  Set to GROUP and only members of the teleporter’s user group (as listed under the “general” tab when editing the teleporter button) may use it.
    • Understanding Groups:  Groups are tricky, both the teleporter and the avatar must have the same group activated.  If you want to use the GROUP setting be sure to set the proper group for the teleporter button.  In the default viewer, Right click on the teleporter button, select “Edit” to open the editor window, select the “General” tab and make sure the proper group name shows on the line labeled “Group:”.  Click on the wrench icon to select the group.  Next the avatar must also have the same group activated.  It is not enough to simply belong to the group, it must be the currently activated group also.  So the user must click on the “People” then “My Groups” and finally must right click on the group that the teleporter belongs to and select “Activate”.  If you’re thinking using groups is a pain, your right. But that is how Second Life has it set up, so I can’t change it!
  • Arrow.  The arrow setting is used to set which direction the chevron arrows on the teleporter face.  The setting choices are UP, DOWN, LEFT, and RIGHT.   Any other words will cause an error message.
  • Update.  If set to “ON” the teleporter will send an IM to the teleporter owner each time the region restarts.
  • DelaySeconds.  This setting only works on the Home Version of the teleporter.  The Full Version ignores this setting.  I use the same notecard for setup in both versions of the Teleporter with Rotation, which allows users to switch versions without needing to change notecards.
  • Sound.  Set to ON or OFF.  On turns on the sound effect when the avatar reaches the destination.  OFF makes the teleporter run silently.
  • MaximumDelay.  In most cases leave this set to 5.0.  The Teleposrter with Rotation Full Version tries to determine the optimum amount of delay needed to avoid nasty visual effects for the avatar while teleporting, adjusting for the fastest possible teleport.  However some users with slow computers will never arrive at the destination unless they are forced to.  This value determines how long the teleporter script will wait before forcing an avatar to the destination.  If the avatar is forced to the destination the user might see the 0,0,0 location for a moment or other weird effects, especially if it has been less than 5 seconds.  If this is a public use teleporter leave this set at 5.0 seconds.  However if you are the only avatar that uses it, you may be able to force faster teleports by setting it as low as 3.0 seconds.  The minimum value is 3.0, if you use a smaller value it will ignore it and use 3.0.
  • HoldingPosition.  This is a temporary location where the avatar moves to immediately when the teleporter button is clicked.  If set to 0.0,0.0,0.0 this feature is not used and ignored.  To activate this feature enter the coordinates of the holding position in place of 0.0,0.0,0.0 – just like you did for the destination.  For best results the holding position should be very close to the teleporter (less than 20m away) and it looks much better if it is someplace like a hidden room that is not visible to other avatars on your sim.  The purpose of the holding position is to provide someplace for the avatar to quickly move to after the teleporter button is clicked.  Sometimes if a user has a slow computer or slow Internet connection it can take 5 seconds or more for the avatar to teleport to the destination.  During that time other avatars in the sim may see the teleporting avatar just sitting on the teleporter.  This may look rather ridiculous, so using the holding position feature gives them someplace to quickly move to, that is out of view of the other avatars.  Most users will not need to use the holding position feature as the latest version of the teleporter is much faster than older versions and few avatars “hang” on the teleporter.  The best way to find out if this feature will benefit you is to hang around and watch as other avatars use your teleporter. 
  • Debug.  Set to ON or OFF.   Leave this set to OFF unless you need it.  It will slow down the teleporter if ON and is also rather annoying!  If set to ON the teleporter will send progress messages to the DEBUG CHANNEL so you can track errors.  This is mainly a feature for my use if there are problems.
  • SoundKey.   You can assign any sound you want to be played upon arrival, including custom sounds you record yourself.  If no UUID is entered the teleporter will play the default teleport (swoosh) sound, which is d7a9a565-a013-2a69-797d-5332baa1a947.  If the Sound setting above is set to OFF, it will not play any sound regardless of what you enter for the SoundKey value!  The sound must be less than 10 seconds in length.  Just put the UUID of the sound file after the = sign.  There’s is a list of SL built-in sounds you can try out at  So to hear thunder (which, by the way, is a soft rumble not a loud thunder clap) here is what you would enter on this line:
    SoundKey = e95c96a5-293c-bb7a-57ad-ce2e785ad85f
  • Arrival_Message.  This is a message delivered to the user in the chat bubble when they arrive at the destination.  1023 bytes is the maximum message length, which should not be an issue in most cases.  Do not use the quote character (“) in your message.  For no message just leave this line blank like this:
    Arrival_Message =
  • Fix000Bug = FALSE.  This optional setting turns on the work-around feature for the 0,0,0 bug.  This bug causes in the avatar temporarily landing at 0,0,0 coordinates during the teleport.  Mos often this results in the avatar appearing to be underwater and often in a distorted position, like one leg over the head.  At the time I am writing this the 0,0,0 bug is fixed by Linden Labs.  However they have fixed it in the past, only to have it return at a later date.  So this setting allows you to turn on the work-around.  Setting this option to TRUE turns on the debug, FALSE turns it off.  FALSE is the default and the teleporter will resort to FALSE if this line is missing from the notecard or anything other than TRUE is used.  The work-around slows down the teleporter, so I suggest keeping it set to FALSE unless you need it.

D. First test run:  Don’t panic if the first teleport is really slow!   It is normal for the avatar to sit for several seconds on the teleporter on the first use after saving new settings.  The teleporter needs to do a few one-time operations to set up.  Try it again a couple of times before you panic. (If something goes wrong and you wind up someplace you shouldn’t when you teleport, like sideways, underground or in someone else’s house or 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 notecard.)

E. Changing the button appearance: The button is just a normal prim, you can make modifications to it using the edit menu.   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.  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.

F. Preventing Vanishing of the Teleport Button when in use:  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  10 seconds to happen.  During that time the teleport button is gone from its original location.   In a busy store this might be undesirable.  The solution is rather inelegant, but works.  Simply use two teleporters, one right in front of the other.  When the first one is in use and gone, the second teleporter’s button behind it will now be visible.  After the teleporter is fully set up, just 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.  If you are using floating text, edit the notecard 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 .  Thanks!

Troubleshooting & Known Teleporter Issues:

If the notecard goes blank, close it. Then click the “New Script” button shown above. Now reopen the notecard.
After saving the notecard it goes blank. All the settings are gone! Don’t panic and don’t click on save again. This is a known Second Life bug, unfortunately there is nothing I can do to fix it, but I have built a work-around into the teleporter script. The information is still there, you just can’t see it. Try the following:

1. First try closing the notecard by clicking the X in the top right corner of the edit window. Now reopen it. Often that works.

2. If that doesn’t work close the notecard editor again. Go back to the Teleporter edit window (see example at right) and click on the button labeled “New Script”. Now reopen the notecard and all should be fine.

Related info on this Second Life bug is at:

The Teleporter does not return to the original location after teleporting.  There are several known situations where this occurs:
If you relocate or resize the teleporter button you also need to resave the teleporter script settings when you are done.  The script stores the teleporter button’s location in memory, which allows for faster teleports.  But it also means you need to update the location in the memory if you move the teleporter button!  To do this right click on the teleporter button and select edit.  Click on the “Contents” tab then double click on the notecard.  (Just like when you originally set up the teleporter.)  Make a minor change, then undo it, this will activate the save button. Now click save.  The teleporter will reread the notecard and then it will update the teleporter settings, including the location.
The teleporter does not have permission to enter the destination property.  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. The teleporter itself will either be returned to you as lost and found, or you will possibly find it stuck at the border of the property you tried to teleport into.  The fix is to make sure the teleporter owner has permission to build on the destination property.   The teleporter can not teleport an avatar onto property without building rights.

The teleporter button vanishes after use.  99% of the time it still is there, you just can’t see it.  Try right clicking on the location where it should be, this will sometimes make it reappear.  Sometimes if you walk or teleport to a distant location then return it will force a redraw and reappear.  Otherwise you may need to log off and back on in order to see it again.   
Why does this happen?   This often occurs when testing the teleporter, because you are using it rapidly and it doesn’t have time to “recover” before you use it again.  (After a avatar is teleported the teleporter needs several seconds to do some clean-up operations before it is ready again.  Unfortunately it will not wait for these to be completed before allowing the next use.  This is an issue with the script execution speed going much faster than the viewer can process the graphics that get displayed.)  During teleport the teleporter “goes alpha” and turns transparent.  This is so avatars don’t see it flying around.  But sometimes there is a hickup and the command to turn it visible again doesn’t get processed by your viewer.  The teleporter is probably still there, others can see it, you just can’t see it.  The script takes a couple of actions to try to prevent this, but nothing seems to make it 100% reliable, short of forcing the script to slow down to a unreasonable speed.  It’s one of those impossible problems.  The primary purpose of this script is fast teleports, so I chose to go with a small visual failure level rather than slowing everything down 100% of the time.  

Slow Teleports over 30m.  If the destination is beyond the draw range set in the viewer, the viewer seems to get lost and has trouble finding the destination for the camera.  Sometimes the screen also shows the location 0,0,0 for a few seconds, although this seldom happens with this teleporter as it has a script feature that tries to detect and avoid it.  This problem is caused by a SL bug in the teleport functions, but who knows when and if it will ever get fixed.  The Teleporter with Rotation Full Version uses a couple of work-arounds to avoid this problem, however the work arounds work best if camera constraints are disabled.  On teleports over 30m the teleport speed is much faster if the avatar has Disabled Camera Constraints. 
To disable camera constraints in Second Life 3.x viewers:
  • Turn on the Advanced Menu:  From the Main Menu select Preferences, then Advanced, then check the box labeled “Show Advanced Menu.”
  • The Advanced tab will appear along the top of the Main Menu.  Click on it, then check the box labeled “Disable Camera Constraints.”
The visual experience when Teleporting is… strange.  When your avatar is teleporting you may see various different views on your screen, often the same exact teleport will result in a different visual experience each time it is repeated.  The longer the teleport distance, the worse this problem is.  There is no known cure, it is just the way it is.  The Teleporter with Rotation Full Version attempts to control the camera and avoid this, but it does not always work.  I’ve tried all types of ideas for solving this, but none have worked reliably.

If your avatar just sits on top of the teleporter and nothing happens, something is wrong.  The most common cause is that you are testing it in a location where scripts aren’t allowed.  Another issue occurs when somehow the script gets deleted. While I have never seen it happen, it is possible that a glitch could cause the script to delete itself, especially if there is extreme lag in the region’s server.  Open the teleporter for editing (right click, select edit)  and click the Content tab.  There should be both a notecard and a script in the contents, and nothing else.  If not, delete it, and try using the backup copy of the teleporter from your inventory.  (Make another backup copy first!)

Avatar dances or hops around when trying to use the teleporter.  This probably means the teleport didn’t occur.  There could be a number of reasons.  The notecard may not be properly setup, or the avatar may not have permission to use the teleporter.  Look for an error message in your chat or IM.  The dancing and hopping is likely the result of the avatar’s AO (animation override) or some other animation device or attachment on the avatar.  When the avatar tries to use the teleporter the avatar sits on it, like it would on a chair, or couch, bed, etc.  Since the teleport doesn’t happen, the teleporter immediately unsits the avatar so it stands back up.  Something about how quick this happens seems to mess up some avatar’s AOs.    Update: I’ve added some new code which seems to help reduce the problem, so hopefully it will now be a very rare problem. 

If clicking on the teleporter does not do anything at all 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”.  Also, do you have permission to runs scripts at this location?  Many sandboxes do not allow scripts to run.  The Teleporter with Rotation and the Global Rotation Compass both need to run scripts to work.  If  scripts are blocked, your avatar will simply sit on the Teleporter and nothing else will happen.

The avatar teleports, but the camera doesn’t move.  If the camera is in manual operation or you have panned it away from the default position behind your avatar the teleport will go very slow and your avatar will probably disappear from your viewer.  Simply press the Esc key to get things back to normal.  Because the camera is has been disconnected from your avatar so you can pan, it does not follow along on the teleport and “gets lost”.  This problem is common to all “sit teleporters” and is an intentional feature of SL.  To avoid this problem simply press the Esc key before teleporting if you have been panning around with your camera. 

Sometimes you will get an incorrect landing rotation or even a slightly off landing location.  Sometimes nothing happens at all.   First, it is normal to be off the target by 1 meter.  This is just the normal level of accuracy of the SL scripting language’s teleporter functions.  The Teleporter with Rotation uses a code tweak I discovered that makes it a lot faster and more accurate than most other teleporters, but it is still not perfect.   There are also a causes of this that the teleporter can’t control.  It is caused when your avatar lands and then takes a step as it is dropped off the teleporter.   It is actually occurring after the teleport is completed, so the teleporter can’t stop it from happening.  Often this is the result of an AO (Animation Overrider) that adds movement to your avatar when it is in the standing position.  Try turning off your AO and if the problem goes away, it is the cause.

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.   Count to 5 after your avatar arrives at the destination before you teleport again.

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 your 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 need to edit and save the notecard settings.  This forces the setup routine to run and enter the new location of the button into the teleporter’s memory.  If you don’t do this the next time the teleporter is used the button will return to the old location.

The teleporter button vanishes for several seconds after being clicked on.   This is normal.    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 and tested, 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 the teleporter button out a short distance.  This will leave a copy of the teleporter in the original location.  Move the original you dragged away back, so that it is right  in front of the other one and they appear to be a single button.  If you have placed the optional floating text over the teleporter, edit the notecard in the front copy to remove the floating text from it (so you don’t get a double text effect.  Now when someone uses the teleporter they will be clicking on the front teleporter button.  It will carry them away, leaving the second copy behind it visible and available for others to use.

Other avatars see the teleporting avatar stand, sit, or walk around the teleporter. If avatar#2 is watching avatar#1 use the teleporter, then avatar#2 may see avatar#1 either sitting on the teleporter or standing around it for  a second or two after the teleport happens (avatars with AO’s tend to wander around, those without tend to sit or stand.)  This is normal, because the viewer doesn’t know that avatar#1 is gone yet, so it keeps showing it (it takes a while for the information to travel through the SL system.)  Try this test:  Position avatar#2 someplace where they can see both the teleporter and the destination.  Now have avatar#1 teleport.  This time they will see avatar#1 quickly jump to the teleporter and then within a second, avatar#1 will disappear and reappear at the destination.   This time the viewer could see avatar#1 reappear at the destination, so it quickly figured out what had happened and shows that.  Before when avatar #1 disappeared the viewer didn’t know where the avatar#1  went to.  So the viewer continues to show avatar#1 at the teleporter for a few seconds in case it is a communication glitch.  After a few seconds it assumes that avatar#1 is actually gone and deletes it from view.

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