Stop Weapons From Actvating In Sims Group Land
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Delorus White
Second Life Resident
Join date: 31 Oct 2004
Posts: 17
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04-15-2005 04:34
we need to have an device to stop avatars from using weapons during an groupland event. its been not said to much , but this needs some voting on too. Weapons shouldnt be able to work or function on or above grouplands or event clubs ...thank you 
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Wayfinder Wishbringer
Elf Clan / ElvenMyst
Join date: 28 Oct 2004
Posts: 1,483
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Weapons usage
04-18-2005 12:54
Hi Delorus. I myself have often wondered why weapons are allowed to work at all outside of specific weapons-designated areas. I mean, are we playing Unreal Tournament here?
It does no good to have separate parcel restrictions, because someone can fire a weapon from the parcel right next door.
Seems to me that any push / blast / desrez whatever weapon should just plain not work in areas that are not specifically designated as weapon areas, and "rounds" fired within those areas should cease to function at the next land's borders. I don't really know enough about Linden code to understand all the things involved in this, but I think you make a really good point. When I joined SL, I thought it was against TOS to attack users. I never suspected weapons would work just about everywhere. Can you imagine what RL would be like if people were allowed to use guns anywhere they wanted.. even within city limits or in crowded arenas?
Seems like built-in weapons governors are long overdue. Perhaps it is something that Lindens will address over the next 2 or 3 years. LOL
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Demitri Patel
Registered User
Join date: 7 May 2004
Posts: 15
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04-18-2005 14:21
Well the problem with banning weapons from non-safe areas is that the "unsafe" health system in second life sucks, a lot. You can die from walking into a wall, seriously. Plus when you die you get teleported to your home, which could be like 20 sims away. PLUS with the health system as it is now, most guns kill you with one shot anyway, which isn't very fun.
ALSO, there are alternative damage systems that use scripts to keep track of health and so forth (RLDMG for example) that are meant to be played in safe zones, which is much better since when you die you stay in the same zone and don't have to teleport/fly back.
A better idea would be to have a no-weapons flag, much like the no-object-rez, no-fly, and no-script flags.
And, in the meantime, you can always set your land to no-object-rez which will disable all weapons.
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Gydeon Fox
Registered User
Join date: 4 Mar 2005
Posts: 148
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I've been wondering too...
05-13-2005 11:41
I've been thinking about building an arena for archery and fencing, but I've been worried about how to do it, exactly. Walls would stop arrows, but I wouldn't want some guy blowing up everybody with a nuke or something.
Gydeon.
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Ace Cassidy
Resident Bohemian
Join date: 5 Apr 2004
Posts: 1,228
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05-13-2005 11:52
Pushing someone or lobbing a particle bomb are against TOS. Simply file an abuse report.
- Ace
_____________________
"Free your mind, and your ass will follow" - George Clinton
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Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
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05-13-2005 13:59
From: Demitri Patel Well the problem with banning weapons from non-safe areas is that the "unsafe" health system in second life sucks, a lot. You can die from walking into a wall, seriously. Plus when you die you get teleported to your home, which could be like 20 sims away. PLUS with the health system as it is now, most guns kill you with one shot anyway, which isn't very fun.
ALSO, there are alternative damage systems that use scripts to keep track of health and so forth (RLDMG for example) that are meant to be played in safe zones, which is much better since when you die you stay in the same zone and don't have to teleport/fly back.
A better idea would be to have a no-weapons flag, much like the no-object-rez, no-fly, and no-script flags.
And, in the meantime, you can always set your land to no-object-rez which will disable all weapons. The problem with a "no weapon flag" is there is no one attribute that describes a weapon. You can rez an object. You can run a script. You can fly; all concrete things. An object rezzes another object; is it a weapon or a drinks dispenser?
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Jiminy Roo
Registered User
Join date: 25 Dec 2004
Posts: 42
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05-13-2005 14:39
I would define a weapon as llPushObject's over a certain magnitude, and rezzing objects at a certain velocity... there are still obvious loopholes though, so I totally understand your point.
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Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
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05-13-2005 14:47
From: Jiminy Roo I would define a weapon as llPushObject's over a certain magnitude, and rezzing objects at a certain velocity... there are still obvious loopholes though, so I totally understand your point. Yeah, but that's all stuff that can't be easily "toggled", I imagine. All of that has pre-existing, helpful uses, too. Now, one thing that COULD be done, I bet, is no-physics (beyond avatars themselves, of course). This doesn't prevent annoying objects, but it woudl cut down. Unfortunately, it would also make SL vehicles pretty much useless.
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Issues Ambassador
Ambassador of Issues.....
Join date: 6 Apr 2005
Posts: 90
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05-13-2005 17:21
From: Gydeon Fox I've been thinking about building an arena for archery and fencing, but I've been worried about how to do it, exactly. Walls would stop arrows, but I wouldn't want some guy blowing up everybody with a nuke or something.
Gydeon. Walls don't always stop projectiles. (But, most of the time they do... so don't get me wrong.) I'm working on a few things where projectiles are required to be thrown and there is a flaw where someone can launch a projectile through a wall. (For obvious reasons, I'm not going to post how to do that here. I also tested it with other scripts, to make sure it wasn't me. Those who know, know. Those that aren't aware, don't need any encouragement/ideas.) There are quite a few nukes and things aren't just limited to a plot of land. Some of them take out an entire sim. :\ It'd be nice if we could specifiy what scripts can be run on our land by visitors. I.E. For an archery range, only allow a specific bow & arrow script... Or only scripts where we can specify what can be run by the creator of the script. Meaning, we can allow anyone who uses one of our own scripts (The creator of the script has to be me, or it won't run on my land.), or someone else's scripts (For those who don't script and hire someone) that we specify can be run. It's not a completely flawless idea, there are many hurdles I can see with trying to even implement something like that, but it's a suggestion. If not soon, then in the future it'd be nice to see a feature like that. (An allow/disallow list for scripts, similar to the ban/allow list for visitors to your land. For those who are confuzzled by what I'm talking about.)
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