Tedd Tigereye
Medieval Crusade Dev
Join date: 26 Oct 2003
Posts: 20
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07-09-2006 03:57
I read how there may be an upcoming implementation of a no push option for land owners. If this does come will it work for no pushing objects as well? The specific senario is for my game, which is like Diablo or Everquest or even Darklife in Secondlife itself, has physical monsters. While non-physical monsters may be more practical, you just cannot compare a physical enemy to a non-physical enemy. For example, I recently made a giant snake with a flexible tail. When approaching him it will come up to you and move very fluidly and quickly while its tail "slithers" and makes it come together looking amazing. Now the downslide to have physical monsters is they can be pushed or messed with pretty easily. I have halfway fixed this by phantoming them which makes them immune to bullets and other push objects shot at them, but there are anti-physics scripts now and that means someone could drop a scanner on or nearby my land rendering them useless and instantly orbitting them so no one could play the game. Will this no push feature help by making it impossible for griefers to use anti-physics scripts to do such?
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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07-09-2006 14:40
Not sure of the considerations for this, but that's a fascinating question. I'm going to ask about it and see what we can find out for you, Tedd... 
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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07-14-2006 09:54
In response to this, I checked with Cube Linden, who's working on this and related projects. He mentioned: From: Cube Linden As for the antiphysics scripts... I /think/ this should fix it, yes, assuming it's using llPushObject. What we're doing is taking the target id of the pushee, checking what parcel it's in, and canceling it if it's in a parcel with llPushObject Restrictions on.
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