Omega Teleporter Home version 1.7

In a nutshell:
  • Product: Omega Teleporter Home version 1.7 by The Omega Concern
  • Scripter: April Heaney
  • Support Address: This email address is being protected from spambots. You need JavaScript enabled to view it.
  • Your Technical Contact: April Heaney
  • Revision date: 2008-09-01

Thank you and congratulations on your purchase of the Omega Teleporter Pro. This system is robustly designed with home and commercial applications in mind, to move people quickly and easily in an access controlled manner to and from multiple destinations. Please read this card before using your new teleports.

The Omega Concern is dedicated to producing quality work at affordable prices, and we support everything we sell. April Heaney is the Scripter and your Technical Contact for this product, and can assist you with any problems with your teleports. All of our products are designed with the balance of impact on sim performance and ease of use in mind. If you find one of our products to be causing lag, behaving in unexpected ways, or otherwise being a pest, we need to know so we can correct it. Also if you find the user interface to be confusing or otherwise difficult to use, please let us know.

There is a technical support passphrase somewhere in this notecard, which you must use when first contacting your Technical Contact about this product. We just do this to make sure you've read the instructions so that we can assist people with truly vexing problems not already answered within.

You are eligible for all upgrades on this version, right up until version 2.0. If you are interested in being a beta tester for upcoming releases of this product, let your Technical Contact know. Also, your feedback is valued! If there's something you love, hate, or just think would be better if it were just a little different, we want to know. Your input directly influences the course of development and future features of Omega products.


Adding two forward slashes (//) at the start of a line will cause that line to be ignored. This is called "commenting out" a line. It also allows you to add notes to your notecards, or temporarily change something without having to delete the data already there.

Colons (:) are typically used (at least in these notecards) as a separator character between values. This allows spaces and other human friendly characters to be part of the data.

Deeding to groups: It is advisable to NOT deed these teleports to groups, as they will become unable to take money and will lose the ability to define 'Owner' destinations, nor will the payment script be able to instant message users.

Access Notecard:

Add names to this list to define the people in your 'Guest' group. The names are not case sensitive, but are sensitive to spelling and spacing mistakes. There is no need to hit enter after the last entry, but each entry needs to be on its own line, such as:

John Smith
Jane Jones
Governor Linden

If you wish to ban someone from using *any* of your teleport destinations, add a hash (a.k.a. number sign or pound sign or simply #) in front of their name, and they will simply receive a message stating that they have been blocked from using that teleport. Example:

#Jack Frost

The access card is limited to 72 names. If you need more than that, you're either popular enough that you should form a fan club group and give them group access, or you're so hated that you may want to sit in a quiet place and contemplate your interactions with your fellow avatars. ;)

Destinations Notecard:

This is the one you're most interested in. The teleports are clever and if you happen to drop another notecard into them named 'destinations 1' is will read from that one instead. Similarly, if you have 'destinations' A, B, C... It will alyways read from the highest one. This means if you want to keep different copies of your destinations card in your teleport, feel free. It also means that you can drag a destinations card from your inventory straight onto the teleport, and it will get automatically numbered and become the one in use.

The format for these cards is simple. Let's look at an example:

Public:Main Level:48.84205, 128.00601, 89.59363
Group:April's Spot:48.00867, 127.23119, 97.52454
Guest:Top Level:50.08324, 128.48616, 05.52393
Owner:Lookout:68.00867, 125.23119, 117.52454

Each entry has three parts. The first defines the group that can access this destination on the teleport menu. The second part is the name of the destination, which will appear on the dialog menu. The third part is the vector coordinate of the destination, in X, Y and Z.

Groups are defined as follows:

Public: This is everyone you haven't banned from using the teleport via the access card.
Group: This is everyone who is in the same group as the group the object is set to. It doesn't need to be deeded to the group.
Guest: This is everyone you placed the names of into the access card, at least those without the all-banning # mark in front of their name.
Owner: This is you. Only you will see the destinations listed with this flag.

The place names are simply whatever you like them to be, with a couple of things to note. First, make sure the names are unique. Identical names will cause some confusion for you and others as the script always selects the first match and ignores the others. Also keep in mind that you can have 12 destinations total, after which the teleport will truncate your list and you'll wonder where 13-15 went.

"Oh crap! Not vectors! I'm terrible with those, I'll teleport myself off the grid!"

There is no need to worry. When you drag an Omega Teleporter out of your inventory and onto any surface, it will spit out a perfectly formatted line in the above format, ready for you to copy/paste into a notecard. Using this method, you could drop several teleports where you want them, changing the group that has access, and changing the names in the second column to something meaningful, and keeping these lines on a notecard. Then when you're done, replace the destinations notecard in each with this one. The teleport will reload configuration files when any of the contents of the teleport are changed. If there is a problem with reloading configurations, select the teleport, go to Tools, and select "Reset Scripts in Selection."

Destinations are limited to vectors within the same sim. While inter-sim teleports are possible, at the speed these teleports move, crossing a sim border would likely leave you stranded in a very strange place that requires relogging to get home again. Trust me, it's not pretty.

A note on formats: While these examples use vector coordinates without the greater/less than brackets, they will take vectors in either format for compatibility with other teleports that currently exist. So, a destination of:

Public:Main Level:

Will work just fine in your teleport. You may even mix and match in the same notecard without worry.


After setup, basic use is as simple as clicking on the teleport. You'll get a dialog box with a numbered list of destinations and appropriately numbered buttons. Pressing the button that corresponds to the destination of your choice will make a glowing beam appear above the teleport. Right click and select "Go." In a pretty burst of light, you will magically disappear from where you were and reappear at your destination before you even know what happened.

Your technical support passphrase for this product is: "Beam me up"

If you move a teleport, the destinations will not move with it. The destinations are by global reference, not local.

The hovering text may be changed by altering each teleport's description field in the edit window. Or this field may be blanked if you wish to have no hovertext at all. Inserting a single backslash (\) will start a new line, allowing you to have up to three lines of text, to a maximum of 253 characters. Restart the teleporter or edit the notecard inside for it to re-read and reset the text.


While the teleports are only 4 prims each, you can un-link and remove three of these. The center flattened sphere is the root prim. This can be resized, reshaped, and moulded into whatever you think a teleport should look like. The same applies to the teleport beam, which is covered more in depth below.

If you dislike the spinning coloured ring, you may recolour it, or edit the script inside it called "OmegaRotate?." Just set the line to:

llTargetOmega(, 0.0, 0.0);

If you delete the script, it will continue to rotate, as it's a prim setting, not a script setting that causes this. If you're wondering if it causes lag to have it spinning, the answer is no. This function is rendered client-side, meaning the sim doesn't have to handle the task of rotating it at all.

The hovertext can be removed/changed by editing the description field of the teleport, then resetting the scripts or simply editing and saving one of the notecards within.

You can change Sit Text on the teleport beam via the Teleport Beam's description. Any word inside quotes will become new Sit Text when the beam is rezzed. (To a limit of 9 characters!) Simply pull a copy of the beam out of the teleport, change the description field, delete the old copy inside the teleport, and place the changed one inside. Do not rename the beam! If its name is not "Teleport Beam" the teleport won't find it and will NOT work. Do note that the beam changes its name upon rezzing to what its current destination is.

If you dislike the burst of particles on teleport, simply delete the script "TeleFX" inside the teleport beam. It will throw an error if you change its color after that, so you're wise to pick a color you like, then delete the script. The error isn't fatal, but it's so annoying.

This is the end of this notecard. Enjoy your new teleports, and again, The Omega Concern appreciates your business.