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Dampening Collisions so they don't push.

Vohzd Serpente
Registered User
Join date: 1 Aug 2009
Posts: 22
10-27-2009 22:03
OK, so... anyone who has made guns can probably tell you that bullets always cause a small amount of push. It is just it's mass times velocity acting upon you. Problem is, when that happens, it can be seen as a "push bullet" when really, it just has too much mass.

Well, I am trying to find out if it is possible through scripting, to dampen the effect of a collision with another object, and prevent the full effect of the push from occuring. It would be great if the solution was low lag, but all in all, any solution would be good. I am trying to make a halflife style gravity cannon. At least that is the best way to describe it. Problem is, some of the objects it is throwing are too big, and frankly too complex to just hollow out. I am either going to have to scrap the idea (because of sim rules) or find a way to dampen the collisions.
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
10-27-2009 23:03
Have you tried different materials?
Or you could use llVolumeDetect and still detect the collisions
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Vohzd Serpente
Registered User
Join date: 1 Aug 2009
Posts: 22
10-27-2009 23:27
From: Day Oh
Have you tried different materials?
Or you could use llVolumeDetect and still detect the collisions


Do different materials have different mass? O_O
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
10-27-2009 23:39
From: Vohzd Serpente
Do different materials have different mass? O_O

Naw but they're supposed to respond differently to collisions or something
From: http://wiki.secondlife.com/wiki/PRIM_MATERIAL
Material does not affect mass, but does affect friction, bounce (elasticity), and collision sound.

I was thinking maybe the bit about elasticity would mean some materials absorb impact differently
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Vohzd Serpente
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Join date: 1 Aug 2009
Posts: 22
10-28-2009 00:11
From: Day Oh
Naw but they're supposed to respond differently to collisions or something

I was thinking maybe the bit about elasticity would mean some materials absorb impact differently


I just tried everything from glass to rubber, no effect on push. So, that didn't work.
Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
10-28-2009 01:19
Do you want it not to push at all -- in which case, llVolumeDetect should do exactly what you need -- or to push a bit, but not as much as it is doing?
Vohzd Serpente
Registered User
Join date: 1 Aug 2009
Posts: 22
10-28-2009 19:09
From: Innula Zenovka
Do you want it not to push at all -- in which case, llVolumeDetect should do exactly what you need -- or to push a bit, but not as much as it is doing?


Well... does volume detect act differently than normal bullets? I mean, does it go through walls and stuff?

Reducing it as much as possible would probably work.
Vohzd Serpente
Registered User
Join date: 1 Aug 2009
Posts: 22
10-28-2009 19:22
And no, volume detect does no damage to people, so it doesn't help at all. I just tested it. It's cool, I may use it for non-damaging projectiles, but not for this.
Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
10-29-2009 08:37
From: Vohzd Serpente
And no, volume detect does no damage to people, so it doesn't help at all. I just tested it. It's cool, I may use it for non-damaging projectiles, but not for this.
Ah.. I hadn't realised you wanted to use llSetDamage, which does complicate matters. As I understand it, it fires before the collision event, so that rather limits you from doing anything to dampen the push, too, since the projectile will die before it can detect with whom it's collided.
Ruthven Willenov
Darkness in your light
Join date: 16 Jan 2008
Posts: 965
10-29-2009 14:05
From: Vohzd Serpente
Well... does volume detect act differently than normal bullets? I mean, does it go through walls and stuff?

Reducing it as much as possible would probably work.

do you want it to be able to go thru walls? since volume detect is phantom, it should go thru walls. what if you used llVolumeDetect for the "bullet" and when it detects an agent, it could rez a non phantom bullet to hit the avatar? the newly rezzed bullet would have less velocity so it shouldn't push as much if at all, but you could still use it with llSetDamage
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llDetectedCollision* Functions similar to touch
http://jira.secondlife.com/browse/SVC-3369