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How does wearing certain objects give you certain abilities?

Zebo Darkstone
Registered User
Join date: 23 Sep 2007
Posts: 9
09-27-2007 12:31
I`ve been to a few areas where when you recieve a certain item, you have a certain ability, like I saw a jet pack and if you were wearing it you could fly around at any height (normally at extreme altitudes, like Z:8000 you can`t fly). How do I do that?
Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
09-27-2007 12:54
You get the script.

there are 'fly higher' scripts...not sure what the code is doing to manipulate the natural laws of Second Life, but it works. The 'fly higher' scripts (which are objects you wear usually) also make you fly really fast...it's difficult.

Sometimes they only work in first-person view...which is good.
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~Michael Bigwig
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JessyAnne Theas
Cliqueless
Join date: 9 May 2007
Posts: 610
09-27-2007 12:58
Mike, I was beginning to wonder where you were... this sat here for ages without a reply :)
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Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
09-27-2007 13:00
From: JessyAnne Theas
Mike, I was beginning to wonder where you were... this sat here for ages without a reply :)


:) I work in an office...so the forum is always up on my puter...however, there ARE times I have to actually work.

Thank god for privacy screens.
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
JessyAnne Theas
Cliqueless
Join date: 9 May 2007
Posts: 610
09-27-2007 13:01
shhhhh ... me too
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
09-27-2007 14:09
From: Zebo Darkstone
I`ve been to a few areas where when you recieve a certain item, you have a certain ability, like I saw a jet pack and if you were wearing it you could fly around at any height (normally at extreme altitudes, like Z:8000 you can`t fly). How do I do that?

Here is the link to a free flight assist that works well:

/15/4e/134594/1.html
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I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Zebo Darkstone
Registered User
Join date: 23 Sep 2007
Posts: 9
Thanks
09-27-2007 17:25
Thanks for the help. I wonder if I can adapt this to work in these ways, not just like a jet pack based on these IF conditions:

IF person is wearing <item>, then enable phantom (able to walk through prims and walls), otherwise do nothing.

IF person is wearing <item>, then let him/her access locked areas (a no-entry area where only anyone who is wearing <item> can enter.) otherwise do nothing.

IF person is wearing <item>, then let him/her access dangerous areas (damage doesn`t have to be enabled) otherwise do nothing.

Got it working, I called it the Anti-Gravity capsule and it flashes green when used.
Okiphia Rayna
DemonEye Benefactor
Join date: 22 Sep 2007
Posts: 2,103
09-28-2007 02:33
Not sure phantom would work, as it would have to effect everything you are wearing as well...or other peoples' objects, since ive never heardof a phantom av (in my tiny experience lol)

locked areas again, seems like it would haveto alter other peoples objects... besides, just find a sittable surface inside with your cam and sit down...yer in lol
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
09-28-2007 03:19
I do remember a ghosting trick, that makes the av (and all attachments) effectively phantom, will look around and post back

as for access to restricted areas.... I suppose it's possible to have the script pass the avatar key to a separate handler (in your target area) and have it manipulate add/ban lists, or a similar setup with security ejection scripts.... dunno if there is a way to make damage optional to an area.... unless you are using your own system to calc damage, rather than LL's
Jotheph Nemeth
Registered User
Join date: 9 Aug 2007
Posts: 142
09-29-2007 14:54
From: Void Singer
I do remember a ghosting trick, that makes the av (and all attachments) effectively phantom, will look around and post back


I'd really like to see this technique if you can find it again.
Scott Tureaud
market base?
Join date: 7 Jun 2007
Posts: 224
09-29-2007 17:27
the avatar is just a physical object. and attachments are like linked prims to it.

so if you have an attachment use setbuoyancy you set the buoyancy of the avatar.
Jotheph Nemeth
Registered User
Join date: 9 Aug 2007
Posts: 142
09-29-2007 23:55
From: Scott Tureaud
the avatar is just a physical object. and attachments are like linked prims to it.

so if you have an attachment use setbuoyancy you set the buoyancy of the avatar.



Interesting direction. Wonder if setting other attributes of an attached object would have interesting effects.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
09-30-2007 05:44
From: Jotheph Nemeth
I'd really like to see this technique if you can find it again.


After ALOT of looking, I found reference to to original post (but not the post itself)....

seems it was a bug in llVolumeDetect... and has been fixed...

was oringinally included in a flight attachment so that you wouldn't smack into skyboxes that hadn't even rezzed on your viewer yet... shame, I remember playing with it

not sure if any other calls do this... but if you sit on an object and use llSetPrimitiveParams to move it you are effectively immune to collisions with other objects... dunno if that helps or not
Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
It depends...
09-30-2007 07:32
One approach would be to have the walls detect an AV wearing a certain type of object, and then become phantom for a few seconds when that AV comes near.

Sort of like keyless entry on a Lexus.
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
09-30-2007 07:41
Wear the object.
When you get to the door or area etc, touch the object/Object whispers/says "Let me in".
Door/area has a listener that only listens to objects named"whatever" and the msg phrase.
Door/area opens, turns phantom or whatever and allows you to pass.

Of course then someone else could also come through at the same time as the wearer and the system would still be vulnerable to all the regular hacks such as ; Looking in, right clicking, and sitting or you can always just create a box, sit on it and then edit the box into the area.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Jotheph Nemeth
Registered User
Join date: 9 Aug 2007
Posts: 142
09-30-2007 12:56
From: Void Singer
After ALOT of looking, I found reference to to original post (but not the post itself)....

seems it was a bug in llVolumeDetect... and has been fixed...

was oringinally included in a flight attachment so that you wouldn't smack into skyboxes that hadn't even rezzed on your viewer yet... shame, I remember playing with it

not sure if any other calls do this... but if you sit on an object and use llSetPrimitiveParams to move it you are effectively immune to collisions with other objects... dunno if that helps or not


That's too bad. Sitting on something defeats the purpose, especially if some twit cages you.

I've previously written a function that summons a rescue prim that I can sit on and moves me out, but it can't auto-sit me so it's not always that easy to use.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
09-30-2007 22:31
don't quote me on this, but iirc one solution to cagers if to have an attachment rez a object on you larger than the cage, what will efectively shove you out...might require physics, I can't remember