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Ryen Jade
This is a takeover!
Join date: 21 Jun 2003
Posts: 1,329
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10-06-2003 13:24
This is addressing two issues i doubt will be solved very soon, but eh, worth a try.
As you all know, no matter what i do, bullets will always go through a player, at first i thought it was just the velocity that made the bullet go through the player and i thought sl's collision detection sucked. Then i remembers how sl first rezzes object as phantomed, then about a second later it has the script and all (aka fully rezzed), the problem with guns is that the bullet is traveling through the player before it is fully rezzed. If this time was lowered, or even destroyed, then guns would have MUCH mroe effictiveness.
The second is the objects that have mod on when rezzed from other objects. I have a shield and its basically ineffitive when mod is on and the above also. Basically this should also be turned off, although i see how it can be used for trapping and basically pissing off, my trapping gun has a self die timer of 40 seconds, just enough to shoot and run, what most trapping weapons are for, im suggesting that instead of mod being on, that this becomes what is turned on at rez.
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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10-06-2003 14:17
This has been a problem for me as well. To save on object count, server load, and taxes, I have made a number of objects that only exist when they are needed. The problem I have, however, is that the Anyone Can Modify flag is turned on for any object created with llRezObject. This means that while the objects are rezed, people can delete, move, or take them.
Now I won't lose money on the deal. If what they do removes the object from the world, I get my investment back. But objects can be hijacked -- moved out of range of their de-rez signal -- or copied and sold.
Now I understand that the Lindens don't want un-deleteable bullets littering the world, but the current solution is more restricting.
There's got to be a better way of dealing with this... Though to tell the truth, I don't think I've ever seen any leftover bullets that needed deleting. If we HAVE to have this flag set on creation, give us a way to turn it off via script.
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~ Tiger Crossing ~ (Nonsanity)
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Ryen Jade
This is a takeover!
Join date: 21 Jun 2003
Posts: 1,329
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10-06-2003 18:05
On the bullets, both my (ff inc) and jacks company use a self destruct script thats kills the bullet 30 seconds after it rezzes if it doesnt die on edge or hit something.
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Paradigm Brodsky
Hmmm, How do I set this?
Join date: 28 Apr 2004
Posts: 206
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10-19-2004 23:34
OMGosh!! I did not know this!! I'll have to keep this in mind.
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Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
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10-20-2004 06:09
Tiger, I am working on a project now that does dynamic rezzing. Looking at my rezzed object, I don't notice any permissions change to them. The "Allow anyone to move" and "Allow anyone to copy" flags are not set and the "Next owner can: Modify" is not set. Granted I am rezzing an unlinked group of linked objects. But none of those individual linked objects seem to have permissions changed upon rez. Am I missing something?
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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10-20-2004 07:19
Whoa... THIS is an oooold thread. (Note the mention of "taxes" in there.) This is not a problem anymore. 
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~ Tiger Crossing ~ (Nonsanity)
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Marker Dinova
I eat yellow paperclips.
Join date: 13 Sep 2004
Posts: 608
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10-20-2004 08:00
From: Tiger Crossing Whoa... THIS is an oooold thread. (Note the mention of "taxes" in there.) This is not a problem anymore.  Well, bullets still seem to go through the people I shoot at...
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The difference between you and me = me - you. The difference between me and you = you - me. add them up and we have 2The 2difference 2between 2me 2and 2you = 0 2(The difference between me and you) = 0 The difference between me and you = 0/2 The difference between me and you = 0 I never thought we were so similar 
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
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10-21-2004 17:22
make the bullet prim longer. Object move in frames (the physics frames to be specific). If a bullet is moving fast enough it will be in one place in one frame, and another place in the next frame and there may be space between the two places where it never existed. IE something in the space it never existed, even though it's in the path of the object, will never overlap the moving object and therefor won't register a collision. I have bullets that do about 80m/s coming out of my shrike. the bullets are 2.5 meters long.
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