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Blade Delcon
Registered User
Join date: 9 Apr 2007
Posts: 2
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04-12-2007 16:01
hi i am trying to make a kung fu and karate HUD attachment for a group i am involved with. I can make the animations with little problem. Although scripting it to work hmm not so easy for me.
I have been told i need to use prims attached to the feet and hands to detect a collision between to avatars, i would also like to add some kind of scoring system to this but is much less important atm.
Please can anyone offer some advise, i have searched the forums lots and havent found anything that seems to work.
I also understand the want to keep some types of scripts away from griefers, if you feel that might be a problem please IM me any suggestions.
thanks in advance Blade
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RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
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04-12-2007 17:33
You do not need prims attached to the hands or feet. There is currently no way to detect a collision that is caused by an attachement, as attachments are effectively phantom. Any attachment can detect a collision against your avatar caused by other objects, land, or other avatars, but not in a way that realistically simulates martial arts directly. The most common ways are to have an invisible "bullet" that is fired when you do a karate kick (for example) that can be fired from your avatar and detected by the opponent, or to simply llSay() the attack on an obscure channel that the oppenent's HUD can detect. Too tired and spacey from lack of food to give a better answer at the moment, but perhaps by bumping the thread with this response you'll get better answers from someone else 
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Blade Delcon
Registered User
Join date: 9 Apr 2007
Posts: 2
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04-12-2007 19:50
thanks for the reply Robby
sounds like there might be a work around then, can anyone shed some light on how to fire a bullet from my animations so it can then be detected by the collision with the other avatar?
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Stavros Augustus
Registered User
Join date: 14 Nov 2005
Posts: 38
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04-12-2007 20:55
From: Blade Delcon thanks for the reply Robby
sounds like there might be a work around then, can anyone shed some light on how to fire a bullet from my animations so it can then be detected by the collision with the other avatar? Probably the easiest way is just to rez objects and play around with the positional offset until it matches the intended collision point for the animation.
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