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bulletproof Soyinka
Registered User
Join date: 9 Oct 2005
Posts: 19
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09-22-2006 23:08
i dont know if this is right but i bought guns from a guy that are untracable meaning if you got shot by them it wouldnt be under bumps pushes and hits i was wondering how to make thies types of bullets can some one tell me how or give me the script thanks..
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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09-23-2006 00:58
One way, is to make your "bullets" out of particles. Of course, it won't DO anything when it hits the target... but a lot of "for show" weapons ssystems on vehicles seem to use this.
Another way might be to use a phantom bullet. Since the phantom object never "collides" or "impacts", perhaps it won't trigger the event log? Of course.. at that point.. once again, if you don't tag the target WITH something, you can't really identify them to generate any kind of effect "on impact" in terms of scripting. I suppose you could "name" your target to the gun, and pass that key to the bullets, and when they get into a certain distance (say 2m of "target position" they could generate their sound and effects that way..
But if the effect is gonna be a push or a bump or something like that.. THAT's going to be traceable.. just like a cage sitting on the ground. The only thing I've seen that might not have this issue, is the "Force Profecies" (and similar) stuff out there now.. which allows a certain "upward movement" of people. I'm not sure if that uses push though. might actually be an invisible object displacing them upwards.
Just remember to be careful what sims you test your weapons in.
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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09-23-2006 00:58
Would a simple unscripted physical object rezzed with a velocity in your direction be an untraceble bullet?
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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09-23-2006 01:27
a physical object.. if it makes contact with the target, is traceable as an "impact event"
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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09-23-2006 02:21
Basically, collisions trigger the abuse alert box thing, pushes themselves don't (at the moment). If you have a bullet which pushes whatever it collides with - the traditional pushgun - that's traceable. The collision in this case is really just a method of getting the key of the target. If you have some system which pushes things without colliding with them, by getting the key using a sensor or by some other method, that won't be.
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