Difference between revisions of "Weapon"

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There are hundreds of weapons in Second Life to choose from. They can be classified in several categories:
There are hundreds of weapons in Second Life to choose from. They can be classified in several categories:


*Melee Weapons - Any handheld device that remains in the possession of the attacking avatar. This includes knives, clubs, swords and such.
*'''Melee Weapons''' - Any handheld device that inflicts damage while remaining in the possession of the attacking avatar. This includes knives, clubs, swords and such.
*Basic Guns - Guns that fire basic physical bullets. These bullets are stopped by most quality shield systems.
*'''Basic Guns''' - Devices that instantiate and move a physical projectiles to inflict damage on a remote avatar. This includes bows, crossbows, firearms, railguns, and siege engines: objects that fling projectiles that damage the remote target. In Second Life, projectiles generally die (self-delete themselves forever) when they strike a target. Projectiles or bullets generally can be stopped by "shield" systems invented for this purpose.
*Advanced "Guns" - Guns that fire tracking, non-physical bullets. These can't be stopped by all but the most advanced (and expensive) defense systems.
*'''Advanced Guns''' - Guns that fire tracking, non-physical bullets. Tracking bullets typically are set to seek a specific avatar by name, but they can also intelligently hunt a non-named proximate (visible) avatar. These can't be stopped by all but the most advanced (and expensive) defense systems.
*Explosives and "Nukes" - These range from basic explosives to nukes that can kill everyone (if in a damage enabled area) within 96m of the detonation point.
*'''Explosives''' - These range from basic explosives such as hand grenedes, to nukes, weapons that kill everyone within 96m of the detonation point (if in a damage enabled area).
*HUD Weapons - There are several quality HUD based combat systems available.
*'''HUD Weapons''' - There are several quality HUD based combat systems available.
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.
*'''Robots and Turrets''' - These can be remote controlled, or set to fire on certain targets automatically.
*Annoying Crap - Stuff like caging guns, anything that flings people into the air. Considered "noobish" and frowned upon by experienced combat people.
*'''Annoying Crap''' - Stuff like caging guns, anything that flings people into the air. Considered "noobish" and frowned upon by experienced combat people.


For more information, see [[Combat]]
For more information, see [[Combat]]

Revision as of 04:16, 4 March 2007

Weapon Purpose

Second Life supports the ability to damage an avatar intentionally with a tool. While any primitive can be used, this article focuses on complex objects intended to inflict damage on an avatar or group of avatars.

Weapon Types

There are hundreds of weapons in Second Life to choose from. They can be classified in several categories:

  • Melee Weapons - Any handheld device that inflicts damage while remaining in the possession of the attacking avatar. This includes knives, clubs, swords and such.
  • Basic Guns - Devices that instantiate and move a physical projectiles to inflict damage on a remote avatar. This includes bows, crossbows, firearms, railguns, and siege engines: objects that fling projectiles that damage the remote target. In Second Life, projectiles generally die (self-delete themselves forever) when they strike a target. Projectiles or bullets generally can be stopped by "shield" systems invented for this purpose.
  • Advanced Guns - Guns that fire tracking, non-physical bullets. Tracking bullets typically are set to seek a specific avatar by name, but they can also intelligently hunt a non-named proximate (visible) avatar. These can't be stopped by all but the most advanced (and expensive) defense systems.
  • Explosives - These range from basic explosives such as hand grenedes, to nukes, weapons that kill everyone within 96m of the detonation point (if in a damage enabled area).
  • HUD Weapons - There are several quality HUD based combat systems available.
  • Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.
  • Annoying Crap - Stuff like caging guns, anything that flings people into the air. Considered "noobish" and frowned upon by experienced combat people.

For more information, see Combat

Weapon Damage

Weapons in Second Life can inflict the following types of damage.

  • Kill with one hit
  • Partial damage from physical bullets
  • Push
  • Shieldbreaker
  • Caging - can confine an avatar

Weapon Quality

Free weapons tend to be badly scripted such that they cause lag and other problems. Second Life weapons are a case where you really do get what you pay for.


See Also