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Adjustments to mouselook (other meanderings with FPS in mind)

Ivan Fassbinder
Very Dead
Join date: 9 Dec 2004
Posts: 25
01-12-2005 09:39
Hi-

I realize that secondlife isn't quite cut from the same cloth as todays first person shooters that require a great deal of processing power, and I also know that they aren't for everybody. I have no idea whether the sl community even wants them around. But, this is a 3d environment, and I'm gonna end up playing around with the idea.

Anyway, a few things I would like to see with regards to the ability to control the player's view when in mouselook. To keep my example simple:

-Whether the "Hand" icon appears over the aimpoint when the mouse button is pressed. (It would be handy to be able to script this behavior for the mousepointer regardless of view)
-Change the aim point to a texture that can be set by the player. It would be triply awesome if it were an object that could use script, but thats getting kind of ahead of myself.
-Dials and Gauges - the ability to place displays in the viewport that only that user can see. (I have an idea for this - I'll have a better handle on the situation once I have the time to try it out. I don't think that there is any way to make it visible only to the individual player though.)

These dials and gauges could be normal, scripted objects. The difference could be the context in which these objects are rezzed - for example, rezzing them by dragging them into the world from your inventory would make them visible to all. Rezzing these objects from an attachment into the viewport context could cause them to be displayed for the player only. Probably through code only, which isn't the best solution, I suppose.

Being able to impose the mouselook scheme on an AV being viewed from the 3rd person would also be ideal, as would the ability to project an aim point into the players environment as an object. Naturally, this would work best if the player were the only one to see it. This also opens up the possibility of viewport manipulations as previously mentioned, with stuff like drunk vision, psychedelic effects, black and white glasses.

(As an aside - one way you could limit the use of firearms is to make a "firearms rez" function that can be blocked by sim preference. Just an idea.)
ziphren Moonflower
Future Full-Time Resident
Join date: 31 Oct 2003
Posts: 94
01-13-2005 23:26
They're working on user-created UI elements =P~
**SLAUGHTER** 50,000 POINTS!!
Ivan Fassbinder
Very Dead
Join date: 9 Dec 2004
Posts: 25
01-14-2005 10:10
From: ziphren Moonflower
They're working on user-created UI elements =P~
**SLAUGHTER** 50,000 POINTS!!


and are you working on your charming personality?
Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
01-14-2005 11:08
Actually I think the ML capability is pretty close to being where it needs to be. Custom UI stuff would be interesting, but I've got a system that works fairly well, though a few tweaks to what you can do with the cursor while in ML (such as right click context menus, which you currently need to drop out of mouselook for) would be great. It would be great if we could customize those right click menus as well; I've experimented with doing this by rezzing a menu object above the object you click, that sort of thing, but that's cumbersome and it really sucks when they ghost. Attaching a small icon-driven object to an object that goes back 'n forth between transparent for something you want to have a variety of activatable capbilities is something I'm toying with now, but that means using perma prims (as opposed to temp ones for a rez'd menu). It sure would be nice if we could just use the pie-context menus themselves.
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