Suggestion for reducing Greifer scripts: Nerf llPushObject...
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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11-25-2005 07:57
I"m writing this early in the morning, I'm not completely awake, and for some reason I'm being dragged off to go Post-TurkeyDay shopping. As in, I'm going to be helping someone else shop. Knowing the crowds in stores today, I'm bringing a sack of extra shells for the sawed-off elephant gun (legal in Texas). But, it got me thinking about the recent Sim-Killing greifing and attampted nerfing, and I thought I'd throw these ideas out, since the General forum seems a little tryptophantastic and sleen-venty this morning...
No, don't turn llPushObject off completely. Just put a reasonable cap on it. Same with SetDamage, ApplyImpulse, and other pushing functions that allow you to fling a person into to the next Telehub Range.
Can we get some better PvP detection, so we at lease get a dialog saying SoAndSo Jackass just sent you into a third life?
In that same vein, can we please put a 'safe area' in the Rausch sandbox for people teleporting into the sim. No script, No build, walled, with a 1 minute autoreturn. I kinda sucks to be instantly voided.
And disable llVolumeDetect for objects moving faster than say, the speed of sound. This should be apparent why.
I'm out for awhile. Peace, fools!
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Cid Jacobs
Theoretical Meteorologist
Join date: 18 Jul 2004
Posts: 4,304
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11-25-2005 08:00
From: Burke Prefect Just put a reasonable cap on it. Same with SetDamage, ApplyImpulse, and other pushing functions that allow you to fling a person into to the next Telehub Range. Nah. From: Burke Prefect Can we get some better PvP detection, so we at lease get a dialog saying SoAndSo Jackass just sent you into a third life?
Sounds good. From: Burke Prefect In that same vein, can we please put a 'safe area' in the Rausch sandbox for people teleporting into the sim. No script, No build, walled, with a 1 minute autoreturn. I kinda sucks to be instantly voided.
Sensors work from 96 meters away, sorry  . From: Burke Prefect And disable llVolumeDetect for objects moving faster than say, the speed of sound. This should be apparent why.
Heretic!!! 
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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11-25-2005 08:02
No.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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11-25-2005 10:27
From: Burke Prefect No, don't turn llPushObject off completely. Just put a reasonable cap on it. Same with SetDamage, ApplyImpulse, and other pushing functions that allow you to fling a person into to the next Telehub Range. I find the cap on llPushObject annoyingly low already, particularly since 1.7... even after rezzing new cubes and loading them up with my space travel script, with 128 cubes loaded with freshly rezzed energy pushing concurrently, dropping all my attachments including my HUD altimeter and using the Camera debug window to measure my altitude, AND minimizing ALL the dimensions of my avatar... I haven't been able to get more than 250 million meters altitude since the 1.7 upgrade. What the HECK is Beatfox doing?
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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11-25-2005 11:35
Just sit on something. Antipush scripts have been around forever. If you're still vulnerable to pushes you must be doing something wrong  Catherine Omega sells a device... aptly named Move, that kills pushobject and still lets you move around as normal. I think you can buy it in Midnight City.
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Nolan Nash
Frischer Frosch
Join date: 15 May 2003
Posts: 7,141
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11-25-2005 11:37
PHEAR TEH SLIDER!
ZOMFG! FIC!
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Sean Gorham
Stopped making sense
Join date: 5 Mar 2005
Posts: 229
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11-25-2005 12:18
Give us a "Force Field" option like There has. If it's on, pushes don't work at all. If it's off, push to your heart's content.
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squall Murakami
Burning SOMETHING
Join date: 5 Sep 2005
Posts: 84
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11-25-2005 12:24
hmm... no comment. just if you could it'd be nice to have an autoejection from sandboxes for the owners of objects going faster than say.. the speed of sound  .. shields dont even work for those. but thanks for the midnight city hint, it helps somewhat oh yeah, for the hud altimeter, push alt+shift+1 and you'l get the sim stats and your global(i think) position
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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11-25-2005 13:25
I already have NonPhysMobile and Jesrad's nonphys thingy. But it doesn't help much for weapons sandboxes, which, to be honest, I do like to hang out in. I'd like to have some kind of organized combat.
But this is mostly asking, what can we do to limit this kind of BS on non-weapons areas, like, say, on your own land.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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11-25-2005 13:27
From: Sean Gorham Give us a "Force Field" option like There has. If it's on, pushes don't work at all. If it's off, push to your heart's content. You know I found this very useful for going around the sand dunes without being splooshed to the other side without a buggy. "Force Field" is pretty easy to set up too!
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Aimee Weber
The one on the right
Join date: 30 Jan 2004
Posts: 4,286
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11-25-2005 13:38
I think it would be nice if the Lindens gave us some measure of control over how much our Avatars can be pushed by other avatars, physical objects or scripts.
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Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
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11-25-2005 13:42
From: Aimee Weber I think it would be nice if the Lindens gave us some measure of control over how much our Avatars can be pushed by other avatars, physical objects or scripts. Are you suggesting something like a slider?
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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11-25-2005 13:47
From: Aimee Weber I think it would be nice if the Lindens gave us some measure of control over how much our Avatars can be pushed by other avatars, physical objects or scripts. Yes! And make if so if you have this turned down, you can't apply the same force to others.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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11-25-2005 16:26
From: Burke Prefect Yes! And make if so if you have this turned down, you can't apply the same force to others. That could be annoying if you're riding a gravity elevator and the owner turns their slider all the way down because someone's poking him with a gravity gun. 
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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11-26-2005 06:37
no
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Richie Waves
Predictable
Join date: 29 Jun 2005
Posts: 1,424
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11-26-2005 08:05
Im sure push has a lot more uses then just griefing..
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
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11-26-2005 12:49
In one sense it is already nerfed, although apparently not very effectively.
Top speed for objects is supposed to be capped at around 50m/s, which while necessary, puts some serious annoyances into one of my projects (you cannot (easily?) accurately predict the path of a falling object if the speed keeps getting capped off).
I haven't looked into the ways of getting around this supposedly intended limit on the effectiveness of push, and without getting around it, the max range I've managed isn't much more than a couple of sims. And if you're flying then single pushes are really very ineffective.
Presumably there are ways to use multiple pushes as the target is getting pushed to make it nastier?
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