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Defeating Uberweapons

Ilobmirt Tenk
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Join date: 4 Jun 2007
Posts: 135
10-13-2007 16:48
There are three things that I'd like to know how to counter with use of the lsl scripting library.

---------------------------------
Pushing bullets - I'm sure these can be a pain.
Orbiting - What I use is okay against the freebie cagers that rezz from phys bullets. I dunno about advanced targeted systems.

and...

phantom bullets (biggie :P My shield can't block these)
-------------------------

Some places I go to involve combat sandboxes. I would wish I had a system that effectively negated all of that via, being a resourceful scripter and researching on what can/can't be done against some of these threats. Anyone care to help describe how to counteract the way these things work?
Ordinal Malaprop
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Posts: 4,607
10-13-2007 16:50
Sit on a prim.

Edit: oh, you mean combat zones as well? There's no good solution unfortunately. I don't know the current state of the "serious" combat market, as I bowed out of that a while back, but you can't defend against something rezzing multiple kill prims within your shield, that's just the way it is, and it's not that hard to do. Possibly with a really insanely sim-killing shield push sensor, but eventually they will get you, and if they don't the Lindens will for ruining the sim :D

I don't wear a shield at all myself.
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Ilobmirt Tenk
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10-13-2007 16:52
Could you please be more specific? I've tried that once only to die and return home. Anyways, sitting on a prim is something that can't be done with lsl. :\
Scott Tureaud
market base?
Join date: 7 Jun 2007
Posts: 224
10-13-2007 16:52
layer prims to be 12 layers around you.

sensors can only pick up 12 objects. not sure if having it as an attachment works or not.
Ordinal Malaprop
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10-13-2007 16:54
From: Ilobmirt Tenk
Could you please be more specific? I've tried that once only to die and return home. Anyways, sitting on a prim is something that can't be done with lsl. :\

See above edit.
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Ilobmirt Tenk
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Join date: 4 Jun 2007
Posts: 135
10-13-2007 16:56
you are correct, attachments usually are phantom. I coded a shielding system that isn't attached t o the avatar. Its design is simple. Track its owner for the duration it exists and follow him/her. Sometimes it gets bothersome when running or flying, but it certainly eliminates the basic damage bullet.
Ilobmirt Tenk
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Join date: 4 Jun 2007
Posts: 135
10-13-2007 17:03
From: Ordinal Malaprop

Edit: oh, you mean combat zones as well? There's no good solution unfortunately. I don't know the current state of the "serious" combat market, as I bowed out of that a while back, but you can't defend against something rezzing multiple kill prims within your shield, that's just the way it is, and it's not that hard to do. Possibly with a really insanely sim-killing shield push sensor, but eventually they will get you, and if they don't the Lindens will for ruining the sim :D

I don't wear a shield at all myself.


Well most of my combat is within non-damage land with a scripted training hud. I'd only go on combat on damage land if the army I am in declares a battle against an enemy group.

Otherwise, I do find myself in combat areas for non-combat related purposes. I am researching the lsl wiki for methods against the above described attacks because they do happen :P. And if I do get around to countering that, I'll release it for free. Script will be open-source too.
Day Oh
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10-13-2007 17:50
Doesn't seem like there's much you can do for phantom bullets. How about sitting on a phantom object and have your avatar offset, perhaps even underground?
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Ilobmirt Tenk
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Join date: 4 Jun 2007
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10-13-2007 18:58
Underground huh? Would yuo have to be under there 24/7 for the entire duration you need to protect yourself from phantom bullets? Is there a way to detect them?
Void Singer
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Join date: 24 Sep 2005
Posts: 6,973
10-14-2007 00:14
From: Day Oh
Doesn't seem like there's much you can do for phantom bullets. How about sitting on a phantom object and have your avatar offset, perhaps even underground?


only useful against visual shooters... most decent weapons have lock on, which targets your actual location, and not the offset from animations (which doesn't count for collisions etc).... but it might be good for not being noticed....

nah prolly not, since those same lock on weapons also tend to have sensors that locate nearby targets
Day Oh
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10-14-2007 02:07
From: someone
most decent weapons have lock on, which targets your actual location, and not the offset from animations


I used llSitTarget to offset my avatar along with its collision box in an experiment, that seemed successful. A sensor would return the object's position and not where my avatar was. I won't say it's impossible for an object to hit the avatar with something still though.

From: someone
Is there a way to detect them?


I can say with confidence that an object can be moved or even rezzed right on top of you (or the root prim of the object you're sitting on) killing without warning from across a region. I wouldn't begin to try to detect and avoid such "uberweapons" P:
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Ilobmirt Tenk
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10-14-2007 05:36
Okay... so Lindenlabs has made it inadvertently easy for people to code up these super weapons without much to stop them :\

Thank you Linden Labs!!! </ Sarcasm >

Okay... we can scratch phantom bullets off the list. You either are gonna live under a rock, or take the bullets like a man.

Targeted bullets are either gonna get you using llGetObjectDetails, (which will be increasingly more prevalent and most likely impossible to defend given current lsl implementation) or use scanners. You are going to be better off with scanners because you could wrap yourself in 16 layers of shielding and fill up their sensor array.

This leaves us with push bullets and orbiters. (Especially the ones that work on no push zones :p) granted they aren't targeted devices, is there is a way to negate their effects? I was thinking of trying out llSetPrimitiveParams and trying out one of the many settings that affect physics. (Like PRIM_MATERIAL to change the shield friction, though I haven't tried using such setting before.)
Jesse Barnett
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10-14-2007 06:23
From: Ilobmirt Tenk
Okay... so Lindenlabs has made it inadvertently easy for people to code up these super weapons without much to stop them :\

OK I know you are being sarcastic and facetious. But I did want to point out that there was nothing easy about it. The weapons scripters have sometimes spent years learning every little bit of code available. This is all some of these people live for. Weapons scripts are some of the longest and hardest to do. Do a search through this forum on weapons and look at some of the multipage discussions on even simple concepts related to weapons.
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Day Oh
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10-14-2007 06:53
From: Ilobmirt Tenk
This leaves us with push bullets and orbiters. (Especially the ones that work on no push zones :p) granted they aren't targeted devices, is there is a way to negate their effects? I was thinking of trying out llSetPrimitiveParams and trying out one of the many settings that affect physics. (Like PRIM_MATERIAL to change the shield friction, though I haven't tried using such setting before.)


llMoveToTarget(llGetPos(), 0.1) does a *superb* job of preventing pushing. It's only tricky if you want to be able to move your avatar.

The only thing I've found it offers no protection against is "blitz" which knocks avatars instantaneously to some ridiculous (negative?) altitude using twisted spheres. Blitz actually can take a few moments to work, so you can often detect its presence and rez a complex object covering your avatar that stops the blitz with the side effect of totally killing the sim. Thankfully it looks like blitz won't work in Havok4...
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Ilobmirt Tenk
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10-14-2007 07:55
Looks like we should have some sort of prim we can sit on that takes input of our controls and voice commands. This would allow us to move ourselves underground and to stay in place given we aren't telling the object to move around.

Moving around while sitting would certainly be cumbersome you think?
Tiarnalalon Sismondi
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Join date: 1 Jun 2006
Posts: 402
10-14-2007 14:34
Depends on how you code the 'vehicle' in the prim you're sitting on. Would be a pain to rez and then sit sure, even if you rezzed it from a HUD. The prim would have to be a non-physical vehicle otherwise you'd really be accomplishing nothing against an orbit/push object.

In regards to the previous post I saw that said something about making the prim phantom and sitting on it...not fully sure what that would accomplish (the phantom part) as an AV can never be phantom.
Shadow Subagja
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Join date: 29 Apr 2007
Posts: 354
10-15-2007 08:32
From: Ilobmirt Tenk
Looks like we should have some sort of prim we can sit on that takes input of our controls and voice commands. This would allow us to move ourselves underground and to stay in place given we aren't telling the object to move around.

Moving around while sitting would certainly be cumbersome you think?


Many huds out there do exactly this already, try searching the forum for NPV or CNPV (non physical vehicle, or cloaking non physical vehicle).
Damen Hax
Explorer
Join date: 7 Aug 2007
Posts: 5
11-05-2007 12:33
Probs~
---------------------------------
Pushing bullets - I'm sure these can be a pain.
Orbiting - What I use is okay against the freebie cagers that rezz from phys bullets. I dunno about advanced targeted systems.

and...

phantom bullets (biggie :P My shield can't block these)


Solutions~
----------------------------------
Getting pushed around..Use a non phys vehicle, free inworld, wiki etc.

Orbiting & pushing protection are one in the same.. sit down.

Phantom bullets, you cant stop them, most find the center of an object (you) and do their damage aka you simply cant stop them.

Very few people causing grief use bullets of any kind.. they will target you with targeted attacks. NO shield can protect you from 100% damage being spawned/rezzed inside you ;)

Fact 1 - I have found that their are very few combat sims letting you use a shield system, the ones that do will have you dead in seconds anyway, despite the thousands of lindens spent on shield systems.

Fact 2 - The only way I've found to be 100% untouchable in a damage area involved more speed than sl allows & almost total loss of functionality ie, pointless apart from proving a point.
(Adding llVolumeDetect(TRUE); to your seat will now render you 100% immune to SL damage system. This is a bug & will not likely last forever;)
Malachi Petunia
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Join date: 21 Sep 2003
Posts: 3,414
11-05-2007 13:01
A strange game. The only winning move is not to play. How about a nice game of chess?
Jesse Barnett
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Join date: 21 May 2006
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11-05-2007 13:27
From: Malachi Petunia
A strange game. The only winning move is not to play. How about a nice game of chess?

WooHoo! What a nice way to end a Monday at work. Logging in to see this one!
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Atriel Starbrook
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Join date: 4 Jan 2007
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11-08-2007 12:11
From: someone

I suggest you buy a nice non phys system or grab a free script(non-phys), make some changes an you're as safe as can be.


Do you have any links to the non-phys shield type scripts? I cannot seem to locate one. I saw one system that had an interesting approach.. it created a sittable object, that once you sit on, moves you something like 300 meters away, yet you appear where the object is on. In addition the object allowed you to appear as if you walk normally so you didn't 'float' in a sitting position.

I don't recall the HUDS name.. Tech something, or something tech... but it was very interesting approach.. and would negate almost all non-physical since your not in range of any of the sensors from most objects. (I suppose one could send out sensors via rez'd objects to find you.. but not sure how often or if that's even pratical).
Daten Thielt
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Join date: 1 Dec 2006
Posts: 104
11-08-2007 16:47
Try looking at the invincibot from Aubretech, i find myself rather invincible when in invincible mode, i can move, fire back, and i cant be touched cause im off world the only thing thats killed me so far is banning myself lol
Jesse Barnett
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11-08-2007 17:02
From: Atriel Starbrook
Do you have any links to the non-phys shield type scripts? I cannot seem to locate one. I saw one system that had an interesting approach.. it created a sittable object, that once you sit on, moves you something like 300 meters away, yet you appear where the object is on. In addition the object allowed you to appear as if you walk normally so you didn't 'float' in a sitting position.

I don't recall the HUDS name.. Tech something, or something tech... but it was very interesting approach.. and would negate almost all non-physical since your not in range of any of the sensors from most objects. (I suppose one could send out sensors via rez'd objects to find you.. but not sure how often or if that's even pratical).

Jana posted a non phys vehicle that does the basics to the wiki:

http://wiki.secondlife.com/wiki/User:Jana_Kamachi/NPV
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Damen Hax
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Join date: 7 Aug 2007
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11-11-2007 16:15
From: Daten Thielt
Try looking at the invincibot from Aubretech, i find myself rather invincible when in invincible mode, i can move, fire back, and i cant be touched cause im off world the only thing thats killed me so far is banning myself lol


Actually you can be touched and you can be killed. AubreTEC uses the basic trick of offsitting.

llSitTarget(<0.0, 0.0, -299>, ZERO_ROTATION); -using a sit position like this you will achieve the same effect. to get over 500m away simply change values to <-300, -300, -300>.

Atriel, I think the non phys you mentioned is JVTEK, It's in my opinion the best by far (commercially speaking.. I still prefer open source where possible) and has the option you mentioned, most call it 'phased', this offsits you then makes it look as though you haven't moved. IM me inworld and I'll be happy to show you how its done.
Tyken Hightower
Automagical
Join date: 15 Feb 2006
Posts: 472
11-11-2007 16:38
From: Damen Hax
Actually you can be touched and you can be killed. AubreTEC uses the basic trick of offsitting.

llSitTarget(<0.0, 0.0, -299>, ZERO_ROTATION); -using a sit position like this you will achieve the same effect. to get over 500m away simply change values to <-300, -300, -300>.

Try changing the sit pos of this non-phys script
- http://optikal.net.nz/SL/Scripts/Non-Physical%20Chair.txt -

Atriel, I think the non phys you mentioned is JVTEK, It's in my opinion the best by far and has the option you mentioned, most call it 'phased', this offsits you then makes it look as though you haven't moved. IM me inworld and I'll be happy to show you how its done.

Limited to 300.0 meters in magnitude, not per component.
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