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SIMPLE health system?

Keith Richter
Registered User
Join date: 27 Jan 2007
Posts: 21
08-01-2008 19:00
Me and my friends (all of us being horrid scripters with only basic abilities) are trying to make a little health type system that displays above your head like Health: 100% that we can use to play around with our little 'paintball' type games.

We've tried a few ideas mostly involving collisions, but it still doesn't work, and we're completely lost.

Can anyone give some ideas and explanations to script this thing? Basically we just wanna shoot each other with a health system to play with.

Note: I know you can just enable damage on land, but that is really not the kind of thing we're looking for as it sends you home upon death, and you have to own the land.
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
08-01-2008 19:06
very narrow sensors wired into your guns trigger
Akana Broome
Registered User
Join date: 9 Feb 2007
Posts: 1
Scripts
08-01-2008 19:07
Bump
Scott Tureaud
market base?
Join date: 7 Jun 2007
Posts: 224
08-02-2008 00:35
For safezone(and similar) it's pretty much the weapons using sensors to dredge out avatar names, then communicating a formated string on channel 20(of chat).

format looks like "damage type, owner, target" or llSay(20, "sword," + llKey2Name(llGetOwner()) + "," +lDetectedName(0)); if you aren't worried about efficiency.

The meter then takes this with CVS2List. which gives a list that looks like this 0:damage type 1wner 2:target

the meter then checks if the target is the owner of the meter.

if it is it takes the damage type searches through a list with all the damage types and takes a parallel list and subtracts that from the meters health. those two lists look like:

0:sword 1:kick 2: punch 3:heal
0:15 1:10 2:5 3:-10

all meters pretty much have the first three some have the heal(or heal types) and most meters have considerably more damage types. Of which aren't shared and that creators outside the SIM, aren't supposed to use(even though they are easy to grab).