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Wanted: Negative Mass Orbiter - Full Perm - L$2000

Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
06-07-2006 12:47
Not intended for resale, but to be integrated into a protection system for people like Live Help who are regularly endangered trying to service the community.
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
06-07-2006 13:03
Eh? Beuller?

Thought I'd Ask.
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Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
06-07-2006 13:07
Burke, it's only been 16 minutes :P

What do you mean by "negative mass orbiter"? Perhaps if you can explain that, it might help.
Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
06-07-2006 13:10
From: Keknehv Psaltery
Burke, it's only been 16 minutes :P

What do you mean by "negative mass orbiter"? Perhaps if you can explain that, it might help.


Griefers are carrying and buying tools that will kick you into high orbit, and do it using a trick called negative mass. Since we're not going to see a nerf for it, I wanted a proactive measure for Live Helpers. :D
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Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
06-07-2006 13:32
I'm still not certain what you mean. Do these use llPushObject, llSetBuoyancy, llForce or llImpulse?

And you want the same sort of weapon to attack griefers with? I made an 'orbiter' that sent me to 15k in the blink of an eye-- is that what you want?
Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
06-07-2006 13:44
From: Keknehv Psaltery
I'm still not certain what you mean. Do these use llPushObject, llSetBuoyancy, llForce or llImpulse?

And you want the same sort of weapon to attack griefers with? I made an 'orbiter' that sent me to 15k in the blink of an eye-- is that what you want?


Pretty much. I have code that does it already. I could use an autocomplete comand for names, tho. I have code that does that but it never works after I tamper. I'll just have to keep at it.
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DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
06-07-2006 18:50
Your autocomplete does what; scan for avatars, make a list of all found avatar names and keys, take partial input from your chat, llListFindList() the partial to get the index, then apply your weapon to the key stored at index + 1 (list sequence being name, key for each avatar found).... right?
Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
06-07-2006 19:06
Not quite. llListFindList will only match precise entries, not partial ones.
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
06-07-2006 19:33
Oh yeah, that sucks. So, you can loop through every other list entry using the llSubStringIndex() function to compare the partial name to the stored full names. And as a safety, the script should pop-up a dialog when it finds a match. If the name is a match, click the commit button, otherwise, continue the search loop.
Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
06-07-2006 19:45
I think it would make more sense to do a sensor after the partial request. Then you wouldn't worry about having old data, and only one for loop to cycle through the results would be necessary.

The confirm dialog is also a good idea.
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
06-07-2006 22:04
Isn't the use of any Push-type dealie outside of combat/damage sims against the ToS, even when used for "defensive" purposes?

I mean, they tell people to not even use it to defend their own land/sims. How would Live Help personnel be immune from ARs using it?
Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
06-08-2006 05:30
From: Talarus Luan
Isn't the use of any Push-type dealie outside of combat/damage sims against the ToS, even when used for "defensive" purposes?

I mean, they tell people to not even use it to defend their own land/sims. How would Live Help personnel be immune from ARs using it?


Well. If you've been keeping score at home, they don't see 'em, they don't write 'em.
I teleport to help someone and by the time I even see again I'm halfway to the moon. Since I can't sit down automaticallly, and sheilds don't work, I'd like to be able to kick the people around me up to my altitude for a little chat.

And why, WHY THE FUCK does this shit not loose strength by distance from the pusher? And, for fucks sake, why would a 'content creator' need the ability to push something that far out of sight instantly? Terms Of Service? It's only a peice of digitial text that not even the writers care (well, I'm sure they try) to enforce.

So, what I want, in other words, is even footing.

Well, okay, develop a solution to orbiters and I'll by that for L$2k.
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Nepenthes Ixchel
Broadly Offended.
Join date: 6 Dec 2005
Posts: 696
06-08-2006 05:40
From: Burke Prefect
Well, okay, develop a solution to orbiters and I'll by that for L$2k.


Since it seems griefers all already have orbiters, would it be worth releasing orbiter code in teh hope someone would find a counter to it?
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
06-08-2006 05:46
Why are pushguns even an issue? We've always had plenty of anti-push gadgets.
Catherine Omega has one for sale in Midnight City, called "move.", which not only protects you against pushes, but can also protect you from falling off your sky platform accidentally, and prevents your av from moving like 2 meters with a single tap of the forward arrow, allowing you to more precisely position yourself. I can't live without it!
She's working on a new version... HUD-based and with extra features. I was given a prototype to play with and I can hardly wait for the full version :)
Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
06-08-2006 07:15
Does it actually protect against orbiters that hit you before you have a chance to respond?

Oh, I didn't say the code would be opensourced. :D
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Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
06-08-2006 08:02
From: Nepenthes Ixchel
Since it seems griefers all already have orbiters, would it be worth releasing orbiter code in teh hope someone would find a counter to it?

Ever seen Winter's SB bullet? Releasing the code to it didn't help anything.

I think releasing the code to anything with massive griefing capabilities is a bad idea.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
06-08-2006 08:20
From: Burke Prefect
Does it actually protect against orbiters that hit you before you have a chance to respond?

Oh, I didn't say the code would be opensourced. :D

Umm yes... It's not rocket science man. I made my own antipush script over 2 years ago but Catherine's is much better.
Rage Sterling
Registered User
Join date: 2 May 2006
Posts: 2
06-08-2006 13:26
any antipush short of sitting will be absolutely useless against the strongest of pushes. The reason is, quite simply, there is no way a sensor can trigger then counter one quickly enough. Take judgement, for example. The current instantaneous height record for judgement is 299 BILLION meters. By the time your sensor detects you moved, you'd be several hundred billion meters in the air. applying a counterpush at that point even with the same force would

a) kill you by slamming you into the ground in damage zones
or
b) bounce you off the floor, and most likely a few sims over upon collision of the ground in non damage zones.
Jher Quartermass
Registered User
Join date: 24 Sep 2004
Posts: 18
06-08-2006 19:25
From: Rage Sterling

b) bounce you off the floor, and most likely a few sims over upon collision of the ground in non damage zones.


In my experience anti-orbiting scripts tend to screw up your client more than anything. Your AV starts shaking hard vertically and then everything goes wonky and you basically have to either logout or teleport away to fix it.

I agree with an earlier comment. The push shouldn't work after a certain radius from the target. I've seen some of the orbiting code and its pretty dead-simple-stupid and amazing that it works like it does. Having built a lot of "gravity gun" variants, orbiting technically shouldn't work.
Phoenix Psaltery
Ninja Wizard
Join date: 25 Feb 2005
Posts: 2,599
06-08-2006 19:37
From: Keknehv Psaltery
Burke, it's only been 16 minutes :P


Burke's into that instant gratification stuff.

:p

P2
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:cool:
Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
06-09-2006 15:12
From here:

From: BlindWanderer
I've done some experimenting, and energy has far greater effects on scripts. First off, energy potential is based off mass. If the prim has negative mass (LSL mass functions are kind of screwy) then scripts will not run; events won't register (but they will still be shown like for money & touch). If you try and pay an object with negative mass you will get an "out of energy" error box. But, fortunately, there is a workaround for negative-mass prims: make the bad prim the root prim and link in another prim to balance it out. I've concluded the reason scripts don't run (Lindens wouldn't spill the beans when I asked; they told me it was kind of like magic), is that negative-mass prims totally foul up the center-of-mass calculations in LSL and, more importantly, totally do a number on vehicles (I think vehicles are implemented through LSL more then Havok). With some very screwed up prims (don't ask) you can have prims on the other side of the mass equations. The interesting thing is that, under certain circumstances, a prim can be made to shift from positive mass to negative mass and vice versa by manipulating the twist, hollow, top size & top shear. Most interesting is the fact that some combinations of attributes on normally negative-mass prims result in super positive-mass prims. Haven't thought of a good use for them.