When avatar on vehicle cannot enter a parcel, avatar is left in a stuck state.
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animats Resident
Strange but repeatable behavior when an avatar cannot enter a parcel but a vehicle can. Avatar gets knocked off the vehicle and is left sitting in midair, unable to walk or stand.
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Maestro Linden
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Maestro Linden
Hi animats Resident, to be clear, what are the expected results for your vehicle's behavior in this case? I can think of 2 conflicting options when some passengers are not allowed on the parcel a vehicle is crossing into:
- The vehicle should be prevented from entering the parcel . Vehicle either loses physics, or bounces off the parcel border as though the parcel had an invisible wall.
- The vehicle should be enter the parcel, but any avatars who are disallowed should be forcibly unseated. Unseated avatars should automatically revert to a state that allows them to walk and animate properly.
I ask because we have an older feature request / bug report suggesting that option (1) is the desired behavior. The drawback I see to that approach is that it could disrupt autonomous vehicles in the event that a parcel-banned agent sits on them.
animats Resident
Maestro Linden It's the "Unseated avatars should automatically revert to a state that allows them to walk and animate properly" that doesn't work. They end up in the half-unsit state - sit animation still in effect, controls not returned to the avatar. Arrow keys will rotate the avatar but will not translate it. A teleport or logout is required to get out of this state.
I'm bringing this up mostly because region crossing failures produce the same half-unsit state, but are harder to repeat. This is a useful way to work on that problem. Not an end in itself.
Huns Valen
Maestro Linden
Would be better to shut off physics instead of unseating some of the avs. Presumably, whoever is on the vehicle wants to stay on it rather than being kicked out over some random parcel. Physics are already shut off when an object tries to enter a parcel with no-object-entry turned on. That often comes into play during failed or severely delayed handoffs. It's quite useful because if you survive the handoff, it stops the vehicle from further progress, allowing the viewer time to "catch up."
If you have the vehicle bounce off such a parcel, it's likely to cause loss of control at a minimum. In heavily built-up areas, it gets worse, because you could wind up getting bounced into some parcel with a zero-warning, teleport-home security orb.
Zada Bury
I have record this on video multiple times.
Very annoying bug ... usual fix with "Avatar Health - reset Skeleton and Animations", but really, really annoying.
General the parcel security is annoying -
barely to see blocked parcels,
only group-members,
griefer...sorry..."security"-orbs with no warning and stupid low (or complete zero) warning time ... also on empty parcels,
systems which bypass standards with filling the "banned"-list.
Ignoring the 15 seconds rule on Bellisseria ...
... and even the 15 seconds are extremely low (special as 99% of the parcels I came along are not have a resident on ... the legal users are offline or at least not there - what should I do? stealing their Television?).
Bet Quinote
I experienced the same phenomenon twice in Ridgewood Enclave.
The second time was yesterday, before the second Ridgewood region was released. The region looked connected to me, so I tried to enter it by car without realizing it.
My avatar was left behind at the border, and my car continued on for a while.
Now that I think about it, this might be something that happens when you try to enter a region that hasn't been released yet.
The first time might have been different, but it was my first experience of being left behind by just my avatar when crossing sims.
Talvin Muircastle
Usually happens on region crossings for me. Is this related?
animats Resident
Talvin Muircastle It probably is related. Because there's been little progress on this problem at region crossings in the last decade, I'm suggesting looking at the parcel entry case, which is repeatable.