Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
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12-03-2003 09:50
Maxx, that sounds cool.
Here's a question... can a push script affect your av when seated? If not, then it would nice to have a script that simply seats you if something approaches too quickly.
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Maxx Dillon
Junior Member
Join date: 23 Nov 2003
Posts: 4
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Regarding sitting as an anti-fling defense
12-03-2003 10:39
Well, here is what I found with my research.
It appears to me that the only way someone else can move your avatar, is to slam prims into you - visible or not, this is how the methods work in the game.
If you are seated on a stationary prim, you will not be moved by another prim running into you. If you are seated on a mobile prim, you will move if it is moved by the collision. If you are seated on nothing (the ground), you will be moved.
Therefore, even if the scripted object could force your avatar to properly sit (which I don't think it can)....unless you have a stationary prim handy to sit on, that method would not work.
The method my stasis field currently uses is to be attached to your avatar. This allows it to move you. However, attached prims are forced to be phantom (not physical colliders), so they can't actually stop the impact. Also, they can not be made stationary. A prim attached to an avatar can react to the impact, but it cannot prevent the effect. It can push back, but it can not bounce it off.
Now...if you had a stationary prim that followed you around, it would be possible for it to always surround you, and maintain a distance - and yet be technically speaking, stationary. I've tried this technique, and it would work. However, the frequency of updates for the following script is insufficient for normal movement. It might also be possible to have a small invisible prim that would follow you, and move itself to intercept an incoming prim - I will do some testing of this method and see if it is fast enough.
What I think would be the ultimate solution would be to make what is in effect a vehicle. You would be seated, and then the prim you are riding can react in any way you desire, and has the freedom to become phantom, stationary, physics or no, as the needs dictate. Disadvantage would be that you would need to be 'mounted' in order to take advantage of it. The worn-item method can follow you from sim to sim reliably, and doesn't interfere with walking, flying, gestures, etc.
-maxx (dillon)
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
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12-03-2003 11:28
My solution is a script that keeps an eye on your velocity, and if it exceeds a set level, assumes you've been hit by a pushgun and locks you in position. It allows you to move around using keyboard controls, but prevents any outside forces from acting on you. It's got the disadvantage that while protection is active, you can't leave the sim you're in, but while it's inactive, you can move about freely.
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Sapphire Bombay
Avatar
Join date: 8 Oct 2003
Posts: 341
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12-03-2003 11:34
I too got tired of being pushed around. And refusing to stoop to their level, I came up with an anti-push ring. With big thanks to Huns Valen for the concept, I'll post the code in the script library shortly and also offer free rings in game at the AV Centrals. It is fully automatic and locks you in place anytime you stop. No sensing going on, just a llMoveToTarget of your av to your current position. It automatically unlocks when you hit a movement key.
IM me in game if you want one right away.
Sapphire
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Maxx Dillon
Junior Member
Join date: 23 Nov 2003
Posts: 4
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Interesting method
12-03-2003 11:47
That's a neat way to do it, Sapphire...but it seems it would break things like elevators for example, where you stop moving when you step on, then are locked into place while the elevator tries to move you. Also, if you happen to be moving when you get blasted, you would still get flung.
It occurs to me that an item with multiple modes might be useful. "Strict" mode would lock you in place every time you stop moving, "loose" mode might only trigger with impacts above a certain sensitivity. If you really want to lock in place, it could even rez a stationary invisible sphere around you, and de-rez it when you moved.
From my experience, the 'locking' behaviour of an attached prim can cause issues as well as solve them. But, there are times when I'm building that I really don't want to move at all if I can help it - sometimes I even knock myself around with my own prims =)
-maxx dillon
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Sapphire Bombay
Avatar
Join date: 8 Oct 2003
Posts: 341
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12-03-2003 12:01
Maxx,
I fully support any and all improvements and/or reuse of that code to help in anti-griefing. I think a hybrid script would be great. I just put the code up in the library (will take a while to be reviewed I think though). Contact me in game if you want it sooner.
As far as it defeating other useful scripts like elevators, I just turn it off in those situations. 1 click on the Release Keys button.
Getting hit during flying hasn't happened to me so far. It is mainly when I am just standing around in the Sandbox sim. Unless an object is tracking me, I think it would be pretty hard to 'lead' me in flight. I suppose a sensor gun with a push on the sensed key is possible. But I haven't run into it (or been run into by it) yet.
I directly support any defensive anti-griefing technology.
Sapphire
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Relee Baysklef
Irresistable Squirrel
Join date: 18 Sep 2003
Posts: 360
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12-03-2003 13:18
I have an inertial dampener that works by checking your velocity every .1 seconds, and reversing it if you go over a certain speed limit, which is a little faster than the average avatar can fly. You can turn it on or off with a command.
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