Combat Dummy with Settable Hitpoints needed
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Lobos Cranes
Registered User
Join date: 14 Jan 2006
Posts: 10
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07-09-2006 17:49
Hey guys!
I need the script that has been used in those combat dummies you see around, the little plaid shirt dudes. When they're shot anywhere on the linked set, they lose hitpoints. I need mine to, when it's done, unlink all the prims and set them as physics and temp-rez, if this is possible. I'm a scripting newbie, and I'd like to gut this kinda script for my first project.
Anyone got something like this?
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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07-09-2006 18:46
i hate to sound like an ass, but since i usually do ill be the one to say it
when your learning how to read, do they hand you War and Peace or Big Birds ABC's ?
altho a HP system on a linkset isnt really that difficult in concept, theres (probally) alot of quarky crap in it.. and if you cant visulise how something like that would work in LSL your probally not going to gain much usable knoledge from it
since i beleive anyone can script if they try hard enugh heres some things that you can find on the LSL wiki to point you in the right directtion
collisions varibiles operators linked messages
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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07-09-2006 20:17
From: Lobos Cranes Hey guys!
I need the script that has been used in those combat dummies you see around, the little plaid shirt dudes. When they're shot anywhere on the linked set, they lose hitpoints. I need mine to, when it's done, unlink all the prims and set them as physics and temp-rez, if this is possible. I'm a scripting newbie, and I'd like to gut this kinda script for my first project.
Anyone got something like this? Hi Lobos, The "native" combat system of Second Life - the one where you get the heart appearing at the top of your screen - doesn't support attacking objects. There's no way to make a dummy, or any other object, that can take damage via that system. Some people make their own combat systems, with alternate hit point systems, and in those you CAN make an object that can get shot - but you also can't shoot people unless they're wearing something that enables that alternate combat system for them. As a result it's not really possible to post "the script that's used in combat dummies" because it will all depend on what combat system the dummies are made for; the script will be different for every one.
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Angela Salome
Registered User
Join date: 6 Oct 2005
Posts: 224
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07-10-2006 22:53
From: Lobos Cranes I need the script that has been used in those combat dummies you see around, the little plaid shirt dudes. When they're shot anywhere on the linked set, they lose hitpoints. I need mine to, when it's done, unlink all the prims and set them as physics and temp-rez, if this is possible. I'm a scripting newbie, and I'd like to gut this kinda script for my first project. Those combat dummies are freebies. Just look inside them and you'll be able to read the script inside them and alter it to do what you want. If you can't find a free one (check Yadni's junk yard), IM me in SL and I'll give you one, when SL is working again.
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Kain Cleaver
Registered User
Join date: 24 Jan 2006
Posts: 178
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07-12-2006 14:30
I made a robot target that has specific hit point detection (for example : hit in the head does more damage then hit in foot) but it doesnt fall apart after dying.
look up robotarget on slexchange
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Jesse Malthus
OMG HAX!
Join date: 21 Apr 2006
Posts: 649
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07-12-2006 21:26
From: Osgeld Barmy i hate to sound like an ass, but since i usually do ill be the one to say it
when your learning how to read, do they hand you War and Peace or Big Birds ABC's ?
He asked a valid and on-topic question in correctly spelled, gramatically correct, and properly punctuated English. An RTFM is not appropriate here. That being said, it doesn't appear that you can detect the damage a hit does, but you could use a simple HP counter that decrements and max HP variable that you change via a chat command.
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Bitzer Balderdash
Dazed and Confused
Join date: 21 Dec 2005
Posts: 246
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07-13-2006 02:17
From: Jesse Malthus He asked a valid and on-topic question in correctly spelled, gramatically correct, and properly punctuated English. An RTFM is not appropriate here.
Actually, I think the point that Osgeld was making is that, for someone new to scripting to attempt this as a first project is, perhaps, a little bit unwise. Doing something like this will involve delving into many many of the complexities of LSL, and mistakes in any part of it will likely render the whole into a non-fuctional block, leaving a new programmer confused and unsure where the problem lies. I think it could make for a great tutorial series, but it would have to be cut down into neat bite-sized functional chunks.
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Jesse Malthus
OMG HAX!
Join date: 21 Apr 2006
Posts: 649
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07-13-2006 10:48
I don't find this as an unreasonable first/begining project. My school of thought is that you should dive right in. --Jesse
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Akkiko Blackflag
Registered User
Join date: 7 Jun 2006
Posts: 2
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07-13-2006 13:15
I happen to have one of those shoot em dummies he is referring to and it does accept "normal" SL damage even in no damage sims. Which fits with the way the RCS system works. Its basically just a simple check for the amount of damage im sure(Considering ive only recently begun work on my first weapon im not very experienced with making weapons). However the difficult part seems to me that the llSetDamage function basically override the speed the object collides with you at and sets it to a specific damage so i suppose that would be how to go about checking damage.
Note:Yes i know my post is chaotic and difficult to read but that because my punctuation and grammar is horrible.
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Angela Salome
Registered User
Join date: 6 Oct 2005
Posts: 224
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07-13-2006 16:51
From: Akkiko Blackflag I happen to have one of those shoot em dummies he is referring to and it does accept "normal" SL damage even in no damage sims. Which fits with the way the RCS system works. Its basically just a simple check for the amount of damage im sure(Considering ive only recently begun work on my first weapon im not very experienced with making weapons). However the difficult part seems to me that the llSetDamage function basically override the speed the object collides with you at and sets it to a specific damage so i suppose that would be how to go about checking damage. Actually the combat dummy simply measures the velocity of the physical projectiles striking it, where 100m/S = 100% damage. So a slow bullet travelling at 1 m/S will only inflict about 1% of damage on the target dummy, even if it's set to llSetDamage (100.0);.
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