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Yiffy Yaffle
Purple SpiritWolf Mystic
Join date: 22 Oct 2004
Posts: 2,802
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07-16-2006 07:45
I'm interested in new scripting ideas for how to salve the push problem. Collision Detection isn't able to work against llSensor pushing... Bumps_and_Pushes doesn;t interact with scripts. I'm looking for a way to detect if someone has used a llPushObject script against you, and give you a option of retalliation. Since a sensor doesn't need to rez anything to push you, it makes this difficult.
I know your going to tell me fighting fire with fire will only get myself burned, but as i'm told on a private estate i am allowed to retalliate. I don't wish to harm other people that probably scooted a prim into me or shoved me though. I know were gona need more sensors or timers for this. I already have 5 security orbs around the sim, and a weapon detector that warns you to put it away, why not lag the sim even more? :/
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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07-16-2006 08:08
Take a look at the position sensor in my freebie box - it checks whether you've moved an unusual amount in the last second, and if so, assumes you've been pushed and uses llMapDestination to let you TP back to your old position. There's no way of telling WHO has pushed you, but you can probably guess if it's a typical griefer. SLURL: http://tinyurl.com/plcet
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
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07-16-2006 09:01
I've done similar approaches to Ordinal's. After extensive experimentation with push and counterpush approaches ... no way to detect a push in time to do something about it. The best solution available which counters push with a commensurate counterpush is not 100% effective. There exists a window of opportunity for the push to work and this window cannot be closed using LSL since it is caused by delays in the physics update.
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Aodhan's Forge shop at slurl.com/secondlife/Rieul/95/213/107
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Yiffy Yaffle
Purple SpiritWolf Mystic
Join date: 22 Oct 2004
Posts: 2,802
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07-16-2006 18:39
Nice, ty Ordinal. That script rocked. It's got the same motive as a move lock except it takes a different route using newer lsl features. Perhaps we should start a feature vote for a SubState for llPushObject responce. Sorta like...
Default { push(integer number, string name, key id, exc...) { <<Stuff in here would be similer to Listen/Sensor/LinkMessage Responces>>> } }
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Yiffy Yaffle
Purple SpiritWolf Mystic
Join date: 22 Oct 2004
Posts: 2,802
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07-16-2006 18:50
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Loli Nori
キタ━━(゚∀゚)━━!!
Join date: 22 Jun 2006
Posts: 59
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07-17-2006 15:15
From: Ordinal Malaprop Take a look at the position sensor in my freebie box - it checks whether you've moved an unusual amount in the last second, and if so, assumes you've been pushed and uses llMapDestination to let you TP back to your old position. There's no way of telling WHO has pushed you, but you can probably guess if it's a typical griefer. SLURL: http://tinyurl.com/plcetI didn't see the position sensor in your freebie box... is that the exact name of it? 
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Yiffy Yaffle
Purple SpiritWolf Mystic
Join date: 22 Oct 2004
Posts: 2,802
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07-17-2006 20:56
From: Loli Nori I didn't see the position sensor in your freebie box... is that the exact name of it?  The name of the item is "Push alert beta v0.24", in a turn key freebie dispencer at the back of his shop. I wondered around a bit before going inside. Lots of nice machines and stuff. XD
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