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Restrict Push parameters to reasonable values.

Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
12-09-2006 18:09
To avoid the abuse of Push weapons I suggest that the push parameters are automatically adjusted by the system to a defined minimum / maximum value for each parameter.

With this system in place you'd automagically make the worst griefer push guns / orbitters useless as those use totally unreasonable parameter values.
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
12-09-2006 20:29
Try having a gun that uses 100 of the weakest push. THAT'LL orbit you for sure.
Comrade Podolsky
Registered User
Join date: 7 Jun 2006
Posts: 15
12-09-2006 22:51
How about, for every action there is equal and opposite reaction? Conservation of momentum?
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
12-10-2006 02:33
Better would be to have the push calculation consider how fast it is going to make an agent (or object if you want that too), if it exceeds a maximum velocity and/or acceleration then the push is ignored. This prevents big pushes AND lots of small pushes.

This would obviously need to be ignored for objects on their owner's land, and for attachments, but would prevent weapons from blasting you out of a simulator or orbiting you. For full protection, any object that hits the limit should be unable to push you for X seconds, perhaps increasing exponentially, so if an object keeps trying to push you, then it's ability to push will quickly taper off.

The same could be done for all physical collisions, but in that case I'd be inclined to limit it to JUST avatars to reduce overhead in processing it. In this way 'pushers', ie physical objects designed to push you where llPushObject() is not allowed, would be unable to accelerate you by too much.

It would still be possible to push avatars, and keep pushing them constantly, but it wouldn't be hard to stop yourself at the limited speed. Especially if upwards momentum were to be ignored if you flew downwards, or even if outside pushes were ignored in general when you're flying.
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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
12-10-2006 09:49
llApplyImpulse is soo messed up as it is...

We need llLandApplyImpulse that only works for items set to the group and over that land. It should apply the impulse unmodified so that we don’t have to guess at energy and distance in order to get the transport tubes to work properly.

We already have the ability to turn off pushing altogether under parcel settings.
Ordos Reymont
Registered User
Join date: 29 Sep 2005
Posts: 3
12-10-2006 13:16
But as almost everyone knows, the Push Restict setting isn't perfect in any way shape or form. I have guns I can use in a push restricted zone and STILL make someone go flying. A different approach is definately needed.
ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
12-10-2006 15:46
From: Ordos Reymont
But as almost everyone knows, the Push Restict setting isn't perfect in any way shape or form. I have guns I can use in a push restricted zone and STILL make someone go flying. A different approach is definately needed.

Is that not a bug?
Ralph Doctorow
Registered User
Join date: 16 Oct 2005
Posts: 560
12-10-2006 15:55
From: ed44 Gupte
Is that not a bug?
I've never scripted weapons, but I think this would be done by creating a physical object and pushing that against an AV. I believe the push restriction is just a limit on the push command directly against AV's not actually AV's getting pushed by an object.

The land would have to do something like prevent objects not of the group coming into it, but that might not be acceptable for some areas.