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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
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01-16-2006 20:55
(Begin rant) Some groups are increasingly being attacked by people wanting to disrupt events. Recently we had one occurrence where they sat in the neighboring sim and tossed bombs over the sim border. We could not eject them since they were not on our land, and regardless of getting one person banned, there will always be more coming. We also can't disable "Create" nor can we "disable outside scripts" since that would annoy our visitors and would not prevent attacks using "Large physical blocks" (End rant)
I propose llReturnObject(key ID) where it could be anyones object provided it is over the scrip's land. Right now my wide area defense script pushes at max force, however I am worried that it will trigger on someones Vehicle and it could end up somewhere it won't get returned.
I also recomend that this not triger the proposed "De-rez" event.
This would also be useful for places that use rent-o-matics since the scrip could then also return objects if the renter goes over his prim limit.
--- I also propose "Disable Script Res" as a land option to prevent sim killing nukes.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-17-2006 09:19
From: grumble Loudon I propose llReturnObject(key ID) where it could be anyones object provided it is over the scrip's land. Right now my wide area defense script pushes at max force, however I am worried that it will trigger on someones Vehicle and it could end up somewhere it won't get returned. I've had vehicles deleted instead of returned when a landowner returned them. It's no big deal, all my vehicles are copies, but it's worrying. I think we need llSetObjectPos(key id,vector pos,vector velocity) that works for any object or avatar over the script's land, that moves the object non-physically to that location so long as it's within the current sim (or even parcel). That could solve all KINDS of "protection scripts" issues, as well as allow for nifty teleport-style effects without the overhead of teleports.
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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
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01-17-2006 10:54
Another thing that would be useful, would to be able to scan for objects owned by a specific person.
llSensor(AvitarName, NULL_KEY, AVITAR_OBJECTS , 96, PI) llSensor("",AvitarKey, AVITAR_OBJECTS , 96, PI)
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LaserFur Leonov
Registered User
Join date: 16 Jan 2006
Posts: 18
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01-17-2006 16:08
I think the only way to solve it would be to have a new land checkbox. "Disable abused script commands unless on list" under "Allow". The script must be owned by someone in the group or on the list in order to use the following commands. llRezObject() and llRezAtRoot() and llGiveInventory() //needed by the vendor group llPushObject() // needed by the security orbs. -- This should also disable particles on prims that are not worn and not on the list since particles can be used to atack clubs. Note: this would be tricky to impliment since the prim generating the particles would most likey be on the ajsent property. --- There is an open Vote for more anti grief features http://secondlife.com/vote/index.php?get_id=244/13/f7/43333/1.html#post459846
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Kitto Flora
Elf boy.
Join date: 29 May 2004
Posts: 29
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Limit llPushObject() effect to damage enabled land.
02-24-2006 21:52
llPushObject() is becoming a greater problem day by day. There are now Av attachments being sold that automatically use llPushObject() on nearby physical prims, disrupting legitimate activity, as well as the ongoing problems of attacks on other Avs. How much time and effort is the Help Channel staff now putting on dealing with push attacks? And the problem is just growing.... There is no legitimate use for llPushObject on non-damage-enabled land. There are other ways of moving stuff. And NO, I don't consider security droids that push a legitimate use. Limit access to your land by more legitimate ways. Read the Wiki on the subject. llPushObject() outside of hack-and-slash and shooting areas is just plain abuse. Therefore I put a very simple propasal: Limit the *effect* of llPushObject() to damage enabled land only. This should be very simple for LL to implement. Before the force is applied to an object the land the object (prim or Av) is on is checked to see if it is damage enabled. Should be one extra if(...){ } statement in the code. If you want a shooting gallery or weapons test area - set your parcel damage enabled.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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Linden Labs needs to actually punish griefers.
02-25-2006 11:26
From: someone There is no legitimate use for llPushObject on non-damage-enabled land. Sure there is. YOU may not think it's worthwhile, but I'll bet there's half a dozen features of SL YOU use that I don't think's worthwhile. If you limited llPushObject to damage-enabled land I'd be faced with the choice of enabling damage on my land or giving up some of the stuff I got the land for in the first place. And it wouldn't solve the real problem. If griefers couldn't push you around, they'd use particles or something else to annoy you. LL needs to hit griefers with sanctions that matter. Maybe even kill free accounts, or limit them to so many a month, so griefers have to actually PAY for their get-out-of-jail cards.
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