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Physical Weapons

Cidolfas Turk
Registered User
Join date: 25 Aug 2006
Posts: 1
08-25-2006 05:42
First off, I apologize about my general inexperience with scripting, at the very least; however, having read the pertinent threads in re creating weapons, I was wondering if anyone knew any good scripts for, say, swinging or thrusting a physical-weapon-looking prim? I don't necessarily intend to use it AS a weapon, but think it could be fun to swing a giant, phantom battle axe.
AudibleAura Gremminger
Registered User
Join date: 23 Jun 2006
Posts: 16
08-25-2006 11:54
i think its possible, but you have to be in an area that allows others to push you.

this is done with the Orbital Gun thingie. (which has caused the Lindens to step in and disable pushing by others)
Purrts Trumbo
Registered User
Join date: 7 Sep 2005
Posts: 22
08-25-2006 23:00
All you need to do is find or create an animation of you swinging the battle axe and play it while you have the axe attached to your hand.

However, if you do such a thing in a crowded area and the axe is not phantom, you could end up pushing folks around and setting your self up for an abuse report. Push restrict does not stop physical contact. It only precludes the use of script physics push.
nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
08-27-2006 15:55
Just as a note, remember that attachments do not have a physical presence, they behave as if they were phantom.

This is due to the server side seeing the attachments as simply a list of objects attached to certain attachment points and the only place these get modelled is client-side (i.e. on your screen). When you play an animation that also is only client-side and the server only sees this as a list of animation names (UUIDs) which are currently playing.

Therefore if you attach a battle axe and play a "swinging battle axe" animation your axe will simply pass through any avatar, non-physics object, physical object etc without influencing them in any way (though avatar owners may take some offence ;) ). What is usually done to get around this is the use of scripting to apply a push (llPushObject) or to fire a physical primitive in the direction of the weapon movement (llRezObject) which on collision (see collision_start event) could spawn blood (llParticleSystem) and/or apply a push to the avatar it strikes.
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