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SLidditch...anyone?

Zaid Vox
Registered User
Join date: 9 Apr 2005
Posts: 66
05-10-2005 18:49
like in the Harry Potter movies...(not a BIG fan, but it was a fun movie) Quidditch....
but here in 2L...see the pic's one of the goals: the big ring would be lower points(ez to get through) and the spinning red smaller ring would be high points...the game would be in two half's of 3min each....two teams of 4 or 5...start on either end of the field the first one to the ball post can grab and hold on to the ball...then try to fly though one of the rings...as the other team can block or try to get the ball from him...

just think about it...the Dark Goths vs. the Rabid Furries....will the fur fly or will the Goths see the light...lol....i think it would be great to have some kind of team sport for 2L
...matching team uniforms....and stuff

i could use some help...I'm not a scripter...just do photoshop
Nekokami Dragonfly
猫神
Join date: 29 Aug 2004
Posts: 638
05-11-2005 08:46
I wondered how long it would be before someone suggested something like this. :D

it might work ok if you have to carry the ball through the ring. The physics system doesn't seem to be up to throwing things accurately (much less whacking Bludgers around.) I can't figure out how you would take the ball away from another player, though. You can't force a drop via script. Can you detect a bump and give the ball to a player who bumps you? But then they'd have to remember to wear it, which would break up the flow of the game.

Actually, I think the way to do this would be to have every player have a wearable "ball", which would be visible or not depending on a system of messages that would track who has the ball. You'd have some kind of command or gesture for "throw," using mouselook and targeting, which would hide your ball, cause a temp-on-res ball to go toward the target player, and then if that hit a player it would vanish and send a message to that player which would make their ball visible. (Unless they "fumble," in which case the ball would "fall," i.e. move toward the ground or in some other direction until it collides with another player carrying an invisible ball.) To "steal" a ball, you'd bump a player, and the bump message would be passed to the ball, which would have a chance of going invisible on the bumped player and sending a message to the bumping player to make their ball visible. Only someone with a visible ball could score.

That's the only way I can think of do do it. But I'm not an expert game scripter. We need someone more experienced and clever to respond to this. ;)

neko
Hiro Turnbull
Freelance Scripter
Join date: 20 Apr 2005
Posts: 24
Ball and Goal
05-12-2005 09:00
The goal part was easy. I Made a big ring and then behind it I made a 4 prim "NET" made up of 2 cylinders and 2 flattened disks. The inside of the net is made up of 1 cylinder and 1 disk that are linked together. I wrote a script that then detects collisions and makes sure the collision it received is from a Quaffle and not say a player or some other object. The outside of the net is the exact same but it doesn't detect collision. This is to insure that you can't score a goal by hitting the outside of the net. Then I made both objects completely invisable. So that it looks like there is a ring sitting in the air. Now here is a little easier explanation.
Image I have to coffee cans. One is slightly larger than the other. Just big enough that is can fit over the first can. I then take the can and slip it over the other. Then I lay it on its side so that the opening is facing the field. When I shot the Quaffle into the ring the can catches the Quaffle and detects the collision.

Now for the ball. There are a couple problems with the ball. One being that you it will be hard to tell who has the ball because it will be small enough that just by looking it will be hard to see. I propose that when a player "has the ball" they have a semi-transparent sphere around them that glows so other players can tell who has the ball. I really don't think that there will be an actuall ball that is passed around. Rather there will be a flag that each player will have that states the have the ball or not. If they do the glow with the sphere. Then when a player wants to pass or shoot the ball(Quaffle) it is rezzed right then and given a velocity towards the aiming point.
Nekokami Dragonfly
猫神
Join date: 29 Aug 2004
Posts: 638
05-12-2005 19:39
From: Hiro Turnbull
I really don't think that there will be an actuall ball that is passed around. Rather there will be a flag that each player will have that states the have the ball or not. If they do the glow with the sphere. Then when a player wants to pass or shoot the ball(Quaffle) it is rezzed right then and given a velocity towards the aiming point.

Yes, exactly what I was trying to say. But I think it's still worth having a "ball" which is worn by the player become transparent, and have an animation trigger that "holds" the ball, when that player has the flag indicating that they have the ball. The glowing sphere is a good idea too, though.

If you really wanted something Quidditch-ish, I suppose you could put all the code in the broom. And of course you could charge more for better brooms. :D

Sadly, I don't think the snitch is workable, due to poor visibility, at least until we get the new rendering engine. ;)

I still can't figure out how one would do bludgers. If mini-golf doesn't work correctly, it seems to me bludgers and beaters would be right out.

neko
Foolish Frost
Grand Technomancer
Join date: 7 Mar 2005
Posts: 1,433
06-05-2005 11:14
Actually, the snitch IS possible:

Particle trail at random times, with sparklies!

Have it run random around the board, never TOO close to a Seeker, and occasionally leave a trail of sparkles behind. When they get close enough to see it without sparkles, just have the Snitch turn off particles and run like hell.

Basic IA scripting. Would not be that hard to impliment...

Would be a bugger to tweak for it to be 'just' right...