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Detect safe/unsafe land

Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
02-03-2006 10:18
I'm pretty sure there's not a way to do this... but is there a way to tell if land is safe/unsafe? I'm working with someone on my first ever real weapons script and it's going to have a push element which although not fun is more or less accepted in combat sims and is appropriate to the weapon system too.

Some way to check if I'm in an unsafe zone and turn the push off if I'm not would be nice. Turning it off, no problem, checking if it's unsafe - much harder!

Whilst I'm at it, there are people around who've made these things. If I want to push you moderately hard when something goes bang and you're standing too close, what's a good sort of multipler to the force? I'm doing llGetObjectMass * something as a fudge... Although I can do lots and lots of testing anyone care to suggest a reasonable number to push someone a few (say 10) metres if they're 1m away? The rest of the sums I can work out...
DarkMajik Bauhaus
Spam Spam Spam Spam
Join date: 12 Sep 2004
Posts: 33
02-04-2006 05:28
You can tell "unsafe" land by the health meter that appears on the info bar along with the sim name.
Doc Nielsen
Fallen...
Join date: 13 Apr 2005
Posts: 1,059
02-04-2006 05:35
I believe the question appertained to scripting. A method by which a script can detect if the land parcel is safe or damage enabled in order that a high push weapon system can be automatically disabled on safe land...
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
02-04-2006 05:44
From: Doc Nielsen
I believe the question appertained to scripting. A method by which a script can detect if the land parcel is safe or damage enabled in order that a high push weapon system can be automatically disabled on safe land...


Yes, this being the scripting tips forum, I was after a scripted way to test.
Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
02-04-2006 07:21
There's currently no way to tell if the land is safe or unsafe. The only things scripts can tell about land are:
- whether the land belongs to the same owner as the object
- who owns the land
- whether the land is nonbuildable or noscript or noneditable (either or all, no way to tell which)
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Grim Enigma
Registered User
Join date: 14 Nov 2005
Posts: 35
02-04-2006 07:27
This would be a ridiculously useful feature. I am surprised it doesn't exist! Weapons designers then implementing it could cut down on their weapons being used to grief.
Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
02-04-2006 08:19
I agree and I'm going to hotline it... and probably feature vote it too.

And thanks for confirming Jesrad, I was living in hope I was staring at the wiki and missing something, ah well.

btw, I did some experimenting on my other question. If you correct for distance (that 1/r^3 rule) then something around 50 * llGetObjectMass() * dist^3 gives you a noticeable shove (20m or so and about 10-15% damage if you're thrown into something) without real risk of throwing someone out of sim from one bang. It might not be 100% realistic - I'd expect a 1/r^2 fall off, and a fixed force number, but it gives a controllable "bang" that seems about right.