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Scripted weapons no longer work?!

Angelique LaFollette
Registered User
Join date: 17 Jun 2004
Posts: 1,595
02-27-2007 17:29
The other day i was out looking for a New Teleport system. While i was reading the specs on one when i Noticed a Kiosk on an adjacent Plot of Land advertising a weapons system Similar to (But apparently MUCH more powerful than) the PsiTEC system i already use. I read up on it briefly. The ad stated Clearly that it would work everywhere, even Push disabled Sims. It could cut through ANY shield system, and would disrupt it's Function so permanantly that the only recovery for the Target would be Purchasing a New Shield. This is the point when i stopped Reading. I Have a Powerful weapons system, but it's Not Destructive. I'm wondering if this wasn't also the system that Damaged your weapons? If it can destroy shields, Can it also destroy weapons?

I'm also wondering, Would it be Possible to have a Weapon similar to this system that had NO OTHER effect than the (Permanant?) disruption of other persons weapons systms? To my mind this would seem to be an IDEAL response to a Grief Attack. Someone starts shooting, then you hit them with your disruptor, and suddenly, they have no weapons left. Possible?

Angel.
Feras Nolan
Registered User
Join date: 30 Mar 2006
Posts: 141
02-28-2007 03:13
In fact, weapons that corrupt other peoples worn scripts are clearly using a very agressive exploit. So i would contant the Lindens for it so they can investigate the issue and fix the bug, hopefully.
Daisy Rimbaud
Registered User
Join date: 12 Oct 2006
Posts: 764
02-28-2007 04:41
From: Learjeff Innis
Any object that doesn't care if it gets reset should provide a means to reset the script, as I've found concerning my own products. (I will be adding this wherever feasible to new products and upgrades of old ones.) Of course, this isn't foolproof either, since it only works if the script runs well enough and is in a state to allow whatever interaction it takes to reset. And for simple products without menus, it's often not feasible. I'm thinking of using "long touch" as a reset event in these cases (click and hold for 5 seconds to reset). Unfortunately, this isn't a trivial event to code, and has to be implemented in every persistent state. Also, it's difficult to implement in states that already have timers.

It would be nice to have a "Next owner can reset" permissions option for scripts, to provide a foolproof way.

I sold a relatively simple script that got hung up after a sim crash. I can't imagine what caused the script to stop responding to events. Most likely my bug, though possibly a server bug. In any case, the customer couldn't reset the script, which was a hassle.


I've been having similar problems; I had naively assumed that customers could always do a hard reset of the script, which turns out not to be the case.
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