<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Overbrain+Unplugged</id>
	<title>Second Life Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Overbrain+Unplugged"/>
	<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/wiki/Special:Contributions/Overbrain_Unplugged"/>
	<updated>2026-07-26T02:18:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.1</generator>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Overbrain_Unplugged&amp;diff=1148018</id>
		<title>User:Overbrain Unplugged</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Overbrain_Unplugged&amp;diff=1148018"/>
		<updated>2011-07-05T00:41:11Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Bio====&lt;br /&gt;
&lt;br /&gt;
Overbrain Unplugged is a student attending a four year program at a university in the greater Los Angeles area. &lt;br /&gt;
&lt;br /&gt;
Inworld, she owns and operates [[Hypersonic Space Systems]], a maker of aerospace instruments, vehicles, megastructures, sculpted products and scripted systems for aerospace effects. Overbrain also is a senior manager for Aspects, adminning their [[3DBuildEasy]] and [[Ferox]] sandbox sims, building products for their various companies, as well as teaching customers how to use the companys [[SculptCrafter]] products for sculpting inworld.&lt;br /&gt;
&lt;br /&gt;
Overbrain is a proud retired/alumnus of the [[Merczateers]] Tactical Forces, Air Division, where she contributed to the group&#039;s preeminent status in the SL combat community.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obie&amp;quot; as she is also known, has been very active in [[SWRP]] aka Star Wars Role Play within the SL community, formerly being High Chancellor of the Galactic Alliance, she is presently Senator for Tython in the New Republic, and chair of the Senate Defense Committee where she is actively organizing the [[New Republic Grand Fleet]] for defense of Republic worlds.&lt;br /&gt;
&lt;br /&gt;
Other than that, she pretty much does it for the lulz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Contributions to this wiki:====&lt;br /&gt;
&lt;br /&gt;
[[Materialization_Effects]]&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Minesweeper&amp;diff=1122602</id>
		<title>Talk:Minesweeper</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Minesweeper&amp;diff=1122602"/>
		<updated>2010-12-08T11:38:54Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: Created page with &amp;#039;This script does not work as presented.&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This script does not work as presented.&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Inventory_Based_Menu&amp;diff=1072513</id>
		<title>Talk:Inventory Based Menu</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Inventory_Based_Menu&amp;diff=1072513"/>
		<updated>2010-10-25T08:24:44Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: Created page with &amp;#039;===BORKED=== This script is nonfunctional. ~~~~&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===BORKED===&lt;br /&gt;
This script is nonfunctional. [[User:Overbrain Unplugged|Overbrain Unplugged]] 08:24, 25 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:LlGetPrimitiveParams&amp;diff=1063312</id>
		<title>Talk:LlGetPrimitiveParams</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:LlGetPrimitiveParams&amp;diff=1063312"/>
		<updated>2010-10-14T20:33:47Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===PRIM_TYPE_SCULPT===&lt;br /&gt;
Apparently it is not possible to use this feature to get the UUID of the sculpt map, even if they are your sculpts. This is a permissions issue that is not documented. [[User:Overbrain Unplugged|Overbrain Unplugged]] 20:33, 14 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alphabetization===&lt;br /&gt;
This page is listed under &#039;C&#039; where it should be listed under &#039;G&#039;. Unfortunately, the methodology to adjust this improper alphabetization is obfuscated by overly complex format structure.&lt;br /&gt;
&lt;br /&gt;
Could someone with more experience let me know how to accomplish this otherwise minor change?&lt;br /&gt;
&lt;br /&gt;
Thanks and Cheers!&lt;br /&gt;
[[User:Lazarus Longstaff]]&lt;br /&gt;
&lt;br /&gt;
:It&#039;s a MediaWiki bug. I haven&#039;t yet found a bug in templates that causes the disordering of the category pages. A temporary fix is to edit and save any page that is out of order (which lends credence to the theory that it&#039;s a MediaWiki bug). The problem arises from editing the templates the pages are based on. Obviously the templates need to be improved from time to time as new concepts are added. -- [[User:Strife Onizuka|Strife Onizuka]] 18:38, 18 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Don&#039;t take what I said about the templates to mean I agree that they are overly complex, I wrote the templates. Some aspects of the complexity are intentional, others were left over from previous revisions (lava flowed in). I&#039;ve been meaning to write an article on the design and how to extend it. --[[User:Strife Onizuka|Strife Onizuka]] 21:33, 18 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Umm - I just tested out the Strife&#039;s code fragment, and I&#039;m trying to debug it as I have time. No workee. --[[User:Nobody Fugazi|Nobody Fugazi]] 09:32, 27 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Your not the first person to say this recently, I&#039;ve poked at the code and I can&#039;t find anything wrong with it. How are you using it? -- [[User:Strife Onizuka|Strife Onizuka]] 03:01, 29 February 2008 (PST)&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Geometric&amp;diff=1057942</id>
		<title>Geometric</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Geometric&amp;diff=1057942"/>
		<updated>2010-10-10T13:36:01Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LSL Header}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please vote for:&lt;br /&gt;
https://jira.secondlife.com/browse/WEB-235&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;So that I can expand each function into deeper detail without the page starting to fail in readability.&#039;&#039; --[[User:Nexii Malthus|Nexii Malthus]] 23:05, 24 October 2008 (UTC)&lt;br /&gt;
 :Break it up so each major section has its own page... thats why hypertext was invented. -[[User:Overbrain Unplugged|Overbrain Unplugged]] 13:36, 10 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Geometric Library ==&lt;br /&gt;
&lt;br /&gt;
__Toc__&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;div style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;[[#Geometric Library|Line Functions]]&amp;lt;/div&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# LINE NEAREST POINT #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Line and Point, Vector ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Calculates the vector from a point &#039;&#039;&#039;&#039;to&#039;&#039;&#039;&#039; the closest point on a line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gLXdV(vector O,vector D,vector A){&lt;br /&gt;
    return (O-A)-((O-A)*D)*D;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector O&lt;br /&gt;
| Origin of Line&lt;br /&gt;
|-&lt;br /&gt;
| vector D&lt;br /&gt;
| Direction of Line&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return vector gLXdV&lt;br /&gt;
| Returns origin of closest point on Line to Point&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# LINE NEAREST POINT, DISTANCE #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Line and Point, Distance ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Calculates distance of line to point, same as measuring magnitude of Line and Point Vector, but faster on it&#039;s own&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
float gLXdZ(vector O,vector D,vector A){&lt;br /&gt;
    vector k = ( A - O ) % D;&lt;br /&gt;
    return llSqrt( k * k );}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector O&lt;br /&gt;
| Origin of Line&lt;br /&gt;
|-&lt;br /&gt;
| vector D&lt;br /&gt;
| Direction of Line&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return float gLXdZ&lt;br /&gt;
| Returns numerical distance from Line to Point&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# LINE NEAREST POINT, NEAREST POINT #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Line Nearest Point, Nearest Point ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Returns nearest point on line to given point&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gLXnX(vector O,vector D,vector A){&lt;br /&gt;
    return gLXdV(O,D,A) + A;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector O&lt;br /&gt;
| Origin of Line&lt;br /&gt;
|-&lt;br /&gt;
| vector D&lt;br /&gt;
| Direction of Line&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return vector gLXnX&lt;br /&gt;
| Returns nearest point on line given point&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| Requirement&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| function vector gLXdV(vector O,vector D,vector A)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# LINE AND LINE, VECTOR #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Line and Line, Vector ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Shortest vector of two lines&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gLLdV(vector O1,vector D1,vector O2,vector D2){&lt;br /&gt;
    vector A = O2 - O1; vector B = D1 % D2;&lt;br /&gt;
    return B*( (A*B)/(B*B) );}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector O1&lt;br /&gt;
| Origin of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector D1&lt;br /&gt;
| Direction of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector O2&lt;br /&gt;
| Origin of Line 2&lt;br /&gt;
|-&lt;br /&gt;
| vector D2&lt;br /&gt;
| Direction of Line 2&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return vector gLLdV&lt;br /&gt;
| Returns shortest vector between the two lines&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# LINE AND LINE, DISTANCE #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Line and Line, Distance ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Returns the distance between two lines&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
float gLLdZ(vector O1,vector D1,vector O2,vector D2){&lt;br /&gt;
    vector A = D1%D2;float B = llVecMag(A);A = &amp;lt;A.x/B,A.y/B,A.z/B&amp;gt;;&lt;br /&gt;
    return (O2-O1) * A;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector O1&lt;br /&gt;
| Origin of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector D1&lt;br /&gt;
| Direction of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector O2&lt;br /&gt;
| Origin of Line 2&lt;br /&gt;
|-&lt;br /&gt;
| vector D2&lt;br /&gt;
| Direction of Line 2&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return float gLLdZ&lt;br /&gt;
| Returns numerical distance between the two lines&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# LINE AND LINE, NEAREST POINT #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Line and Line, Nearest point ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
Closest point of two lines&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gLLnX(vector O1,vector D1,vector O2,vector D2){&lt;br /&gt;
    vector nO1 = &amp;lt; O1*D1, O1*D2, 0&amp;gt;;&lt;br /&gt;
    vector nO2 = &amp;lt; O2*D1, O2*D2, 0&amp;gt;;&lt;br /&gt;
    vector nD1 = &amp;lt; D1*D1, O1*D2, 0&amp;gt;;&lt;br /&gt;
    vector nD2 = &amp;lt; O2*D1, O2*D2, 0&amp;gt;;&lt;br /&gt;
    &lt;br /&gt;
    float t = ( nD2.x*nD1.y - nD1.x*nD2.y );&lt;br /&gt;
    &lt;br /&gt;
    t = ( nD2.y*(nO1.x-nO2.x) - nD2.x*(nO1.y-nO2.y) ) / t;&lt;br /&gt;
    &lt;br /&gt;
    return O1 + D1*t;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector O1&lt;br /&gt;
| Origin of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector D1&lt;br /&gt;
| Direction of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector O2&lt;br /&gt;
| Origin of Line 2&lt;br /&gt;
|-&lt;br /&gt;
| vector D2&lt;br /&gt;
| Direction of Line 2&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return vector gLLnX&lt;br /&gt;
| Returns closest point between the two lines&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# LINE AND LINE, INTERSECTION POINT #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Line and Line, intersection point ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Computes intersection point of two lines, if there is any, else &amp;lt;-1,-1,-1&amp;gt; if none.&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gLLxX( vector A, vector B, vector C, vector D ){&lt;br /&gt;
    vector b = B-A; vector d = D-C;&lt;br /&gt;
    float dotperp = b.x*d.y - b.y*d.x;&lt;br /&gt;
    if (dotperp == 0) return &amp;lt;-1,-1,-1&amp;gt;;&lt;br /&gt;
    vector c = C-A;&lt;br /&gt;
    float t = (c.x*d.y - c.y*d.x) / dotperp;&lt;br /&gt;
    return &amp;lt;A.x + t*b.x, A.y + t*b.y, 0&amp;gt;;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| Start of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector B&lt;br /&gt;
| End of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector C&lt;br /&gt;
| Start of Line 2&lt;br /&gt;
|-&lt;br /&gt;
| vector D&lt;br /&gt;
| End of Line 2&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return vector gLLxX&lt;br /&gt;
| The intersection point of the two lines, else &amp;lt;-1,-1,-1&amp;gt; if none&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# LINE AND LINE, TWO NEAREST POINTS #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==== Line and Line, two nearest points of lines ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Two closest points of two lines on each line&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector X1;vector X2;&lt;br /&gt;
gLLnnXX(vector O1,vector D1,vector O2,vector D2){&lt;br /&gt;
    vector nO1 = &amp;lt; O1*D1, O1*D2, 0&amp;gt;;&lt;br /&gt;
    vector nO2 = &amp;lt; O2*D1, O2*D2, 0&amp;gt;;&lt;br /&gt;
    vector nD1 = &amp;lt; D1*D1, O1*D2, 0&amp;gt;;&lt;br /&gt;
    vector nD2 = &amp;lt; O2*D1, O2*D2, 0&amp;gt;;&lt;br /&gt;
    &lt;br /&gt;
    float t = ( nD2.x*nD1.y - nD1.x*nD2.y );&lt;br /&gt;
    &lt;br /&gt;
    t = ( nD2.y*(nO1.x-nO2.x) - nD2.x*(nO1.y-nO2.y) ) / t;&lt;br /&gt;
    &lt;br /&gt;
    X1 = O1 + D1*t;&lt;br /&gt;
    X2 = X1 + nD1%nD2;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector O1&lt;br /&gt;
| Origin of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector D1&lt;br /&gt;
| Direction of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector O2&lt;br /&gt;
| Origin of Line 2&lt;br /&gt;
|-&lt;br /&gt;
| vector D2&lt;br /&gt;
| Direction of Line 2&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector X1&lt;br /&gt;
| Closest point on line 1 to line 2&lt;br /&gt;
|-&lt;br /&gt;
| vector X2&lt;br /&gt;
| Closest point on line 2 to line 1&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| Requirement&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| global vector X1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| global vector X2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# LINE AND LINE, NEAREST LINE #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==== Line and Line, nearest line ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Input two lines, the function will return a list containing two vectors responding to the line nearest between them. As well as two floats corresponding to the scalar value on the two line of where the line has an end located at.&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
list gLLnL( vector v0, vector v1, vector v2, vector v3 ) {&lt;br /&gt;
    float Eps = 0.000001; vector vx; vector vy; vector va; vector vb; vector vc;&lt;br /&gt;
    float x; float y; float d0; float d1; float d2; float d3; float d4;&lt;br /&gt;
    va = v0-v2; vb = v3-v2; if(llVecMag(vb)&amp;lt;Eps) return [];&lt;br /&gt;
    vc = v1-v0; if(llVecMag(vc)&amp;lt;Eps) return [];&lt;br /&gt;
    d0 = va*vb; d1 = vb*vc; d2 = va*vc; d3 = vb*vb; d4 = vc*vc;&lt;br /&gt;
    float den = d4*d3-d1*d1; if( llFabs(den) &amp;lt; Eps ) return [];&lt;br /&gt;
    float num = d0*d1-d2*d3; x = num/den; y = (d0+d1*x)/d3;&lt;br /&gt;
    vx = v0+vc*x; vy = v2+vb*y; return [vx,vy,x,y]; }&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector v0&lt;br /&gt;
| Point on Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector v1&lt;br /&gt;
| Point on Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector v2&lt;br /&gt;
| Point on Line 2&lt;br /&gt;
|-&lt;br /&gt;
| vector v3&lt;br /&gt;
| Point on Line 2&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [vx]&lt;br /&gt;
| Nearest point on Line 1 to Line 2&lt;br /&gt;
|-&lt;br /&gt;
| [vy]&lt;br /&gt;
| Nearest point on Line 2 to Line 1&lt;br /&gt;
|-&lt;br /&gt;
| [x]&lt;br /&gt;
| Scalar value representing location of vx on line 1 (range [v0,v1])&lt;br /&gt;
|-&lt;br /&gt;
| [y]&lt;br /&gt;
| Scalar value representing location of vy on line 2 (range [v2,v3])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# LINE AND LINE SEGMENTS, NEAREST LINE #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==== Line and Line Segments, nearest line segment ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Input two line segments, the function will return a list containing two vectors responding to the line segment nearest between them. As well as two floats corresponding to the scalar value on the two line segments of where the line segment has an end located at.&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
list gLSLSnLS( vector v0, vector v1, vector v2, vector v3 ) {&lt;br /&gt;
    float Eps = 0.000001; vector vx; vector vy; vector va; vector vb; vector vc;&lt;br /&gt;
    float x; float y; float d0; float d1; float d2; float d3; float d4;&lt;br /&gt;
    va = v0-v2; vb = v3-v2; if(llVecMag(vb)&amp;lt;Eps) return [];&lt;br /&gt;
    vc = v1-v0; if(llVecMag(vc)&amp;lt;Eps) return [];&lt;br /&gt;
    if( llFabs(vc.x + vc.y + vc.z) &amp;lt; Eps ) return [];&lt;br /&gt;
    d0 = va*vb; d1 = vb*vc; d2 = va*vc; d3 = vb*vb; d4 = vc*vc;&lt;br /&gt;
    float den = d4*d3-d1*d1; if( llFabs(den) &amp;lt; Eps ) return [];&lt;br /&gt;
    float num = d0*d1-d2*d3; x = num/den; y = (d0+d1*x)/d3;&lt;br /&gt;
    if(x&amp;lt;0)x=0; else if(x&amp;gt;1)x=1; if(y&amp;lt;0)y=0; else if(y&amp;gt;1)y=1;&lt;br /&gt;
    vx = v0+vc*x; vy = v2+vb*y; return [vx,vy,x,y]; }&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector v0&lt;br /&gt;
| Start of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector v1&lt;br /&gt;
| End of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector v2&lt;br /&gt;
| Start of Line 2&lt;br /&gt;
|-&lt;br /&gt;
| vector v3&lt;br /&gt;
| End of Line 2&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [vx]&lt;br /&gt;
| Nearest point on line 1 to line 2&lt;br /&gt;
|-&lt;br /&gt;
| [vy]&lt;br /&gt;
| Nearest point on line 2 to line 1&lt;br /&gt;
|-&lt;br /&gt;
| [x]&lt;br /&gt;
| Scalar value representing location of vx on line 1 (range [v0,v1])&lt;br /&gt;
|-&lt;br /&gt;
| [y]&lt;br /&gt;
| Scalar value representing location of vy on line 2 (range [v2,v3])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# LINE AND LINE, TWO NEAREST POINTS, VECTOR AND DISTANCE #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Line and Line, two nearest points with vector and distance ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Computes two closest points of two lines, vector and distance&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector X1;vector X2;vector V1;float Z1;&lt;br /&gt;
gLLnnXXVZ(vector O1,vector D1,vector O2,vector D2){&lt;br /&gt;
    vector nO1 = &amp;lt; O1*D1, O1*D2, 0&amp;gt;;&lt;br /&gt;
    vector nO2 = &amp;lt; O2*D1, O2*D2, 0&amp;gt;;&lt;br /&gt;
    vector nD1 = &amp;lt; D1*D1, O1*D2, 0&amp;gt;;&lt;br /&gt;
    vector nD2 = &amp;lt; O2*D1, O2*D2, 0&amp;gt;;&lt;br /&gt;
    &lt;br /&gt;
    float t = ( nD2.x*nD1.y - nD1.x*nD2.y );&lt;br /&gt;
    &lt;br /&gt;
    t = ( nD2.y*(nO1.x-nO2.x) - nD2.x*(nO1.y-nO2.y) ) / t;&lt;br /&gt;
    &lt;br /&gt;
    X1 = O1 + D1*t;&lt;br /&gt;
    X2 = X1 + CP(nD1,nD2);&lt;br /&gt;
    V1 = nD1%nD2;&lt;br /&gt;
    Z1 = llVecMag(V1);}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector O1&lt;br /&gt;
| Origin of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector D1&lt;br /&gt;
| Direction of Line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector O2&lt;br /&gt;
| Origin of Line 2&lt;br /&gt;
|-&lt;br /&gt;
| vector D2&lt;br /&gt;
| Direction of Line 2&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector X1&lt;br /&gt;
| Closest point on line 1 to line 2&lt;br /&gt;
|-&lt;br /&gt;
| vector X2&lt;br /&gt;
| Closest point on line 2 to line 1&lt;br /&gt;
|-&lt;br /&gt;
| vector V1&lt;br /&gt;
| Direction vector of line 1 to line 2&lt;br /&gt;
|-&lt;br /&gt;
| float Z1&lt;br /&gt;
| Numerical distance of line 1 to line 2&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| Requirement&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| global vector X1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| global vector X2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| global vector V1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| global float Z1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# Line and Point, Direction #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Line and Point, Direction ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Works out where point (X) is relative to the line of the segment (L0, L1).&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
float gLSPdir( vector L0, vector L1, vector X ){&lt;br /&gt;
    return (L1.x - L0.x)*(X.y - L0.y) - (X.x - L0.x)*(L1.y - L0.y);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector L0, vector L1&lt;br /&gt;
| Start and End of line segment&lt;br /&gt;
|-&lt;br /&gt;
| vector X&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| float isLeft( vector L0, vector L1, vector X )&lt;br /&gt;
| Returns float, &amp;gt;0 is Left, 0 on Line, &amp;lt;0 is Right, according to line angle&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
Copyright 2001, softSurfer (www.softsurfer.com) (Must accept License #2), LSL-Port By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;div style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;[[#Geometric Library|Plane Functions]]&amp;lt;/div&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# PLANE AND POINT, DISTANCE #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Plane and Point, Distance ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds distance of a point from a plane&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
float gPXdZ(vector Pn,float Pd,vector A){&lt;br /&gt;
    return A * Pn + Pd;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Pn&lt;br /&gt;
| Normal of Plane&lt;br /&gt;
|-&lt;br /&gt;
| float Pd&lt;br /&gt;
| Distance of Plane&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return float gPXdZ&lt;br /&gt;
| Returns Distance between plane and point&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# PLANE AND POINT, VECTOR #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Plane and Point, Vector ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds vector that points from point to nearest on plane&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gPXdV(vector Pn,float Pd,vector A){&lt;br /&gt;
    return -(Pn * A + Pd)*Pn;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Pn&lt;br /&gt;
| Normal of Plane&lt;br /&gt;
|-&lt;br /&gt;
| float Pd&lt;br /&gt;
| Distance of Plane&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return vector gPXdV&lt;br /&gt;
| Returns vector from point to closest point on plane&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# PLANE AND POINT, NEAREST POINT #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Plane and Point, Nearest point ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds closest point on plane given point&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gPXnX(vector Pn,float Pd,vector A){&lt;br /&gt;
    return A - (Pn * A + Pd) * Pn;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Pn&lt;br /&gt;
| Normal of Plane&lt;br /&gt;
|-&lt;br /&gt;
| float Pd&lt;br /&gt;
| Distance of Plane&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return vector gPXnX&lt;br /&gt;
| Returns vector of a point from closest of point to plane&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# PLANE AND RAY, INTERSECTION DISTANCE #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Plane and Ray, Intersection Distance ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds distance to intersection of plane along ray&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
float gPRxZ(vector Pn,float Pd,vector O,vector D){&lt;br /&gt;
    return -((Pn*O+Pd)/(Pn*D));}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Pn&lt;br /&gt;
| Normal of Plane&lt;br /&gt;
|-&lt;br /&gt;
| float Pd&lt;br /&gt;
| Distance of Plane&lt;br /&gt;
|-&lt;br /&gt;
| vector O&lt;br /&gt;
| Origin of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector D&lt;br /&gt;
| Direction of Ray&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return float gPRxZ&lt;br /&gt;
| Returns float distance of intersection between ray and plane&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# PLANE AND RAY, VECTOR #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Plane and Ray, Vector ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds distance vector along a ray to a plane&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gPRdV(vector Pn,float Pd,vector O,vector D){&lt;br /&gt;
    return D * gPRxZ(Pn,Pd,O,D);}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Pn&lt;br /&gt;
| Normal of Plane&lt;br /&gt;
|-&lt;br /&gt;
| float Pd&lt;br /&gt;
| Distance of Plane&lt;br /&gt;
|-&lt;br /&gt;
| vector O&lt;br /&gt;
| Origin of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector D&lt;br /&gt;
| Direction of Ray&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return vector gPRdV&lt;br /&gt;
| Returns vector along a ray to a plane&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| Requirement&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| function float gPRxZ(vector Pn,float Pd,vector O,vector D)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# PLANE AND RAY, INTERSECTION POINT #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Plane and Ray, Intersection Point ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds intersection point along a ray to a plane&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gPRxX(vector Pn,float Pd,vector O,vector D){&lt;br /&gt;
    return O + gPRdV(Pn,Pd,O,D);}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Pn&lt;br /&gt;
| Normal of Plane&lt;br /&gt;
|-&lt;br /&gt;
| float Pd&lt;br /&gt;
| Distance of Plane&lt;br /&gt;
|-&lt;br /&gt;
| vector O&lt;br /&gt;
| Origin of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector D&lt;br /&gt;
| Direction of Ray&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return vector gPRxX&lt;br /&gt;
| Returns vector point of intersection between ray and plane&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| Requirement&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| function vector gPRdV(vector Pn,float Pd,vector O,vector D)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# PLANE AND LINE, INTERSECTION POINT #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Plane and Line, Intersection Point ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds interesection point of a line and a plane&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gPLxX(vector Pn,float Pd,vector O,vector D){&lt;br /&gt;
    return O + D*-( (Pn*O-Pd)/(Pn*D) );}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Pn&lt;br /&gt;
| Normal of Plane&lt;br /&gt;
|-&lt;br /&gt;
| float Pd&lt;br /&gt;
| Distance of Plane&lt;br /&gt;
|-&lt;br /&gt;
| vector O&lt;br /&gt;
| Origin of Line&lt;br /&gt;
|-&lt;br /&gt;
| vector D&lt;br /&gt;
| Direction of Line&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return vector gPLxX&lt;br /&gt;
| Returns vector point of intersection between line and plane&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# PLANE AND PLANE, INTERSECTION LINE #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Plane and Plane, Intersection Line ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds line of intersection of two planes&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector oO;vector oD;&lt;br /&gt;
&lt;br /&gt;
gPPxL(vector Pn,float Pd,vector Qn,float Qd){&lt;br /&gt;
    oD = (Pn%Qn)/llVecMag(Pn%Qn);&lt;br /&gt;
    vector Cross = (Pn%Qn)%Pn;&lt;br /&gt;
    vector Bleh = (-Pd*Pn);&lt;br /&gt;
    oO = Bleh - (Qn*Cross)/(Qn*Bleh+Qd)*Cross/llVecMag(Cross);}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Pn&lt;br /&gt;
| Normal of Plane 1&lt;br /&gt;
|-&lt;br /&gt;
| float Pd&lt;br /&gt;
| Distance of Plane 1&lt;br /&gt;
|-&lt;br /&gt;
| vector Qn&lt;br /&gt;
| Origin of Plane 2&lt;br /&gt;
|-&lt;br /&gt;
| float Qd&lt;br /&gt;
| Distance of Plane 2&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector oO&lt;br /&gt;
| Intersection Line&#039;s origin&lt;br /&gt;
|-&lt;br /&gt;
| vector oD&lt;br /&gt;
| Intersection Line&#039;s direction&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| Requirement&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| global vector oO&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| global vector oD&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# PLANE AND RAY, PROJECTION #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Plane and Ray, Projection ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Projects a ray onto a plane&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector oO;vector oD;&lt;br /&gt;
&lt;br /&gt;
gPRpR(vector Pn,float Pd,vector O,vector D){&lt;br /&gt;
    oO = O - (Pn * O + Pd) * Pn;&lt;br /&gt;
    vector t = llVecNorm( D - (Pn*((D*Pn)/(Pn*Pn))) );t = &amp;lt;1.0/t.x,1.0/t.y,1.0/t.z&amp;gt;;&lt;br /&gt;
    oD = Pn%t;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Pn&lt;br /&gt;
| Normal of Plane&lt;br /&gt;
|-&lt;br /&gt;
| float Pd&lt;br /&gt;
| Distance of Plane&lt;br /&gt;
|-&lt;br /&gt;
| vector O&lt;br /&gt;
| Origin of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector D&lt;br /&gt;
| Direction of Ray&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector oO&lt;br /&gt;
| Projected Ray Origin&lt;br /&gt;
|-&lt;br /&gt;
| vector oD&lt;br /&gt;
| Projected Ray Direction&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| Requirement&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| global vector oO&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| global vector oD&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;div style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;[[#Geometric Library|Sphere Functions]]&amp;lt;/div&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# SPHERE AND RAY, INTERSECTION POINT #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Sphere and Ray, Intersection Point ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds intersection point of sphere and ray&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gSRxX(vector Sp, float Sr, vector Ro, vector Rd){&lt;br /&gt;
    float t;Ro = Ro - Sp;&lt;br /&gt;
    if(Rd == ZERO_VECTOR) return ZERO_VECTOR;&lt;br /&gt;
    &lt;br /&gt;
    float a = Rd * Rd;&lt;br /&gt;
    float b = 2 * Rd * Ro;&lt;br /&gt;
    float c = (Ro * Ro)  - (Sr * Sr);&lt;br /&gt;
    &lt;br /&gt;
    float disc = b * b - 4 * a * c;&lt;br /&gt;
    &lt;br /&gt;
    if(disc &amp;lt; 0) return ZERO_VECTOR;&lt;br /&gt;
    &lt;br /&gt;
    float distSqrt = llSqrt(disc);&lt;br /&gt;
    float q;&lt;br /&gt;
    &lt;br /&gt;
    if(b &amp;lt; 0)&lt;br /&gt;
        q = (-b - distSqrt)/2.0;&lt;br /&gt;
    else &lt;br /&gt;
        q = (-b + distSqrt)/2.0;&lt;br /&gt;
    &lt;br /&gt;
    float t0 = q / a;&lt;br /&gt;
    float t1 = c / q;&lt;br /&gt;
    &lt;br /&gt;
    if(t0 &amp;gt; t1){&lt;br /&gt;
        float temp = t0;&lt;br /&gt;
        t0 = t1;&lt;br /&gt;
        t1 = temp;&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    if(t1 &amp;lt; 0) return ZERO_VECTOR;&lt;br /&gt;
    &lt;br /&gt;
    if(t0 &amp;lt; 0)&lt;br /&gt;
        t = t1;&lt;br /&gt;
    else&lt;br /&gt;
        t = t0;&lt;br /&gt;
    &lt;br /&gt;
    return Ro + (t * Rd);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Sp&lt;br /&gt;
| Origin of Sphere&lt;br /&gt;
|-&lt;br /&gt;
| float Sr&lt;br /&gt;
| Radius of Sphere&lt;br /&gt;
|-&lt;br /&gt;
| vector Ro&lt;br /&gt;
| Origin of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector Rd&lt;br /&gt;
| Direction of Ray&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector gSRxX&lt;br /&gt;
| Returns intersection point of sphere and ray otherwise ZERO_VECTOR&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# SPHERE AND RAY, INTERSECTION BOOLEAN #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Sphere and Ray, Intersection Boolean ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds if there is a intersection of sphere and ray&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
integer gSRx(vector Sp, float Sr, vector Ro, vector Rd){&lt;br /&gt;
    float t;Ro = Ro - Sp;&lt;br /&gt;
    //vector RayOrg = llDetectedPos(x) - llGetPos();&lt;br /&gt;
    if(Rd == ZERO_VECTOR) return FALSE;&lt;br /&gt;
    &lt;br /&gt;
    float a = Rd * Rd;&lt;br /&gt;
    float b = 2 * Rd * Ro;&lt;br /&gt;
    float c = (Ro * Ro)  - (Sr * Sr);&lt;br /&gt;
    &lt;br /&gt;
    float disc = b * b - 4 * a * c;&lt;br /&gt;
    &lt;br /&gt;
    if(disc &amp;lt; 0) return FALSE;&lt;br /&gt;
    return TRUE;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Sp&lt;br /&gt;
| Origin of Sphere&lt;br /&gt;
|-&lt;br /&gt;
| float Sr&lt;br /&gt;
| Radius of Sphere&lt;br /&gt;
|-&lt;br /&gt;
| vector Ro&lt;br /&gt;
| Origin of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector Rd&lt;br /&gt;
| Direction of Ray&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| integer gSRx&lt;br /&gt;
| Returns a boolean indicating if there is a valid intersection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;div style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;[[#Geometric Library|Ray Functions]]&amp;lt;/div&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# RAY AND POINT, PROJECTED DISTANCE #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Ray and Point, projected distance ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds projected distance of a point along a ray&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
float gRXpZ(vector O,vector D,vector A){&lt;br /&gt;
    return (A-O)*D;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector O&lt;br /&gt;
| Origin of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector D&lt;br /&gt;
| Direction of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| float gRXpZ&lt;br /&gt;
| Returns projected distance of a point along a ray&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;div style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;[[#Geometric Library|Box Functions]]&amp;lt;/div&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# BOX AND RAY, INTERSECTION DISTANCE #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Box and Ray, Intersection Distance ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds intersection of a Ray to a Box and returns intersection distance, otherwise -1 if there is no legal intersection.&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
float gBRxZ(vector Ro,vector Rd, vector Bo, vector Bs, rotation Br){&lt;br /&gt;
    vector oB = (Ro-Bo)/Br;    vector dB = Rd/Br;    vector eB = 0.5*Bs;&lt;br /&gt;
    float mD = -1.0;    float D;    vector X;&lt;br /&gt;
    &lt;br /&gt;
    if(llFabs(dB.x) &amp;gt; 0.000001){&lt;br /&gt;
        D = (-eB.x - oB.x ) / dB.x;&lt;br /&gt;
        if(D &amp;gt;= 0.0){&lt;br /&gt;
            X = oB + D * dB;&lt;br /&gt;
            if(X.y &amp;gt;= -eB.y &amp;amp;&amp;amp; X.y &amp;lt;= eB.y &amp;amp;&amp;amp; X.z &amp;gt;= -eB.z &amp;amp;&amp;amp; X.z &amp;lt;= eB.z)&lt;br /&gt;
                mD = D;&lt;br /&gt;
        }&lt;br /&gt;
        D = ( eB.x - oB.x ) / dB.x;&lt;br /&gt;
        if (D &amp;gt;= 0.0){&lt;br /&gt;
            X = oB + D * dB;&lt;br /&gt;
            if(X.y &amp;gt;= -eB.y &amp;amp;&amp;amp; X.y &amp;lt;= eB.y &amp;amp;&amp;amp; X.z &amp;gt;= -eB.z &amp;amp;&amp;amp; X.z &amp;lt;= eB.z) &lt;br /&gt;
                if (mD &amp;lt; 0.0 || mD &amp;gt; D)&lt;br /&gt;
                    mD = D;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    if(llFabs(dB.y) &amp;gt; 0.000001){&lt;br /&gt;
        D = (-eB.y - oB.y ) / dB.y;&lt;br /&gt;
        if(D &amp;gt;= 0.0){&lt;br /&gt;
            X = oB + D * dB;&lt;br /&gt;
            if(X.x &amp;gt;= -eB.x &amp;amp;&amp;amp; X.x &amp;lt;= eB.x &amp;amp;&amp;amp; X.z &amp;gt;= -eB.z &amp;amp;&amp;amp; X.z &amp;lt;= eB.z)&lt;br /&gt;
                if (mD &amp;lt; 0.0 || mD &amp;gt; D)&lt;br /&gt;
                    mD = D;&lt;br /&gt;
        }&lt;br /&gt;
        D = ( eB.y - oB.y ) / dB.y;&lt;br /&gt;
        if (D &amp;gt;= 0.0){&lt;br /&gt;
            X = oB + D * dB;&lt;br /&gt;
            if(X.x &amp;gt;= -eB.x &amp;amp;&amp;amp; X.x &amp;lt;= eB.x &amp;amp;&amp;amp; X.z &amp;gt;= -eB.z &amp;amp;&amp;amp; X.z &amp;lt;= eB.z)&lt;br /&gt;
                if (mD &amp;lt; 0.0 || mD &amp;gt; D)&lt;br /&gt;
                    mD = D;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    if(llFabs(dB.z) &amp;gt; 0.000001){&lt;br /&gt;
        D = (-eB.z - oB.z ) / dB.z;&lt;br /&gt;
        if(D &amp;gt;= 0.0){&lt;br /&gt;
            X = oB + D * dB;&lt;br /&gt;
            if(X.x &amp;gt;= -eB.x &amp;amp;&amp;amp; X.x &amp;lt;= eB.x &amp;amp;&amp;amp; X.y &amp;gt;= -eB.y &amp;amp;&amp;amp; X.y &amp;lt;= eB.y)&lt;br /&gt;
                if (mD &amp;lt; 0.0 || mD &amp;gt; D)&lt;br /&gt;
                    mD = D;&lt;br /&gt;
        }&lt;br /&gt;
        D = ( eB.z - oB.z ) / dB.z;&lt;br /&gt;
        if (D &amp;gt;= 0.0){&lt;br /&gt;
            X = oB + D * dB;&lt;br /&gt;
            if(X.x &amp;gt;= -eB.x &amp;amp;&amp;amp; X.x &amp;lt;= eB.x &amp;amp;&amp;amp; X.y &amp;gt;= -eB.y &amp;amp;&amp;amp; X.y &amp;lt;= eB.y)&lt;br /&gt;
                if (mD &amp;lt; 0.0 || mD &amp;gt; D)&lt;br /&gt;
                    mD = D;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    return mD;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Ro&lt;br /&gt;
| Origin of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector Rd&lt;br /&gt;
| Direction of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector Bo&lt;br /&gt;
| Origin of Box&lt;br /&gt;
|-&lt;br /&gt;
| vector Bs&lt;br /&gt;
| Size of Box&lt;br /&gt;
|-&lt;br /&gt;
| rotation Br&lt;br /&gt;
| Rotation of Box&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| float gBRxZ&lt;br /&gt;
| Returns distance to intersection of a ray and a box&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By [http://forums.secondlife.com/showpost.php?p=1984100&amp;amp;postcount=7 Hewee Zetkin]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# BOX AND RAY, INTERSECTION POINT #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Box and Ray, Intersection Point ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds intersection of a Ray to a Box and returns intersection point, otherwise ZERO_VECTOR if there is no legal intersection.&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gBRxX( vector Ro, vector Rd, vector Bo, vector Bs, rotation Br){&lt;br /&gt;
    float k = gBRxZ(Ro,Rd,Bo,Bs,Br);&lt;br /&gt;
    if( k != -1.0 ) return Ro + Rd * k;&lt;br /&gt;
    else return ZERO_VECTOR;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector Ro&lt;br /&gt;
| Origin of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector Rd&lt;br /&gt;
| Direction of Ray&lt;br /&gt;
|-&lt;br /&gt;
| vector Bo&lt;br /&gt;
| Origin of Box&lt;br /&gt;
|-&lt;br /&gt;
| vector Bs&lt;br /&gt;
| Size of Box&lt;br /&gt;
|-&lt;br /&gt;
| rotation Br&lt;br /&gt;
| Rotation of Box&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector gBRxX&lt;br /&gt;
| Returns point of intersection of a ray and a box&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| Requirement&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| float gBRxZ(vector Ro,vector Rd, vector Bo, vector Bs, rotation Br)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By [http://forums.secondlife.com/showpost.php?p=1984100&amp;amp;postcount=7 Hewee Zetkin]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# BOX AND POINT, INTERSECTION BOOLEAN #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==== Box and Point, Intersection Boolean ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds if there is an intersection of a Point and a Box and returns boolean&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
integer gBXx(vector A, vector Bo, vector Bs, rotation Br){&lt;br /&gt;
    vector eB = 0.5*Bs;&lt;br /&gt;
    vector rA = (A-Bo)/Br;&lt;br /&gt;
    if( rA.x &amp;lt; eB.x &amp;amp;&amp;amp; rA.x &amp;gt; -eB.x &amp;amp;&amp;amp;&lt;br /&gt;
        rA.y &amp;lt; eB.y &amp;amp;&amp;amp; rA.y &amp;gt; -eB.y &amp;amp;&amp;amp;&lt;br /&gt;
        rA.z &amp;lt; eB.z &amp;amp;&amp;amp; rA.z &amp;gt; -eB.z ) return TRUE;&lt;br /&gt;
    else return FALSE;}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
| vector Bo&lt;br /&gt;
| Origin of Box&lt;br /&gt;
|-&lt;br /&gt;
| vector Bs&lt;br /&gt;
| Size of Box&lt;br /&gt;
|-&lt;br /&gt;
| rotation Br&lt;br /&gt;
| Rotation of Box&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| integer gBXx(vector A, vector Bo, vector Bs, rotation Br)&lt;br /&gt;
| Returns boolean check of intersection of a point and a box if there is one, otherwise FALSE&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# BOX AND POINT, NEAREST POINT ON EDGE #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Box and Point, Nearest Point on Edge ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Processes point on nearest edge of box to given point&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector gBXnEX(vector A, vector Bo, vector Bs, rotation Br){&lt;br /&gt;
    vector eB = 0.5*&amp;lt;llFabs(Bs.x),llFabs(Bs.y),llFabs(Bs.z)&amp;gt;;&lt;br /&gt;
    vector rA = (A-Bo)/Br;&lt;br /&gt;
    &lt;br /&gt;
    float mD = 3.402823466E+38;&lt;br /&gt;
    vector X;&lt;br /&gt;
    list EdgesX = [&amp;lt; 0, eB.y, eB.z&amp;gt;, &amp;lt; 0,-eB.y, eB.z&amp;gt;, &amp;lt; 0,-eB.y,-eB.z&amp;gt;, &amp;lt; 0, eB.y,-eB.z&amp;gt;];&lt;br /&gt;
    list EdgesY = [&amp;lt; eB.x, 0, eB.z&amp;gt;, &amp;lt;-eB.x, 0, eB.z&amp;gt;, &amp;lt;-eB.x, 0,-eB.z&amp;gt;, &amp;lt; eB.x, 0,-eB.z&amp;gt;];&lt;br /&gt;
    list EdgesZ = [&amp;lt; eB.x, eB.y, 0&amp;gt;, &amp;lt;-eB.x, eB.y, 0&amp;gt;, &amp;lt;-eB.x,-eB.y, 0&amp;gt;, &amp;lt; eB.x,-eB.y, 0&amp;gt;];&lt;br /&gt;
    &lt;br /&gt;
    integer x = (EdgesX != []);&lt;br /&gt;
    while( x-- ){&lt;br /&gt;
        float y = gLXdZ( llList2Vector( EdgesX, x ), &amp;lt;1,0,0&amp;gt;, rA );&lt;br /&gt;
        &lt;br /&gt;
        if( rA.x &amp;gt; eB.x ) y += rA.x - eB.x;&lt;br /&gt;
        else if( rA.x &amp;lt; -eB.x ) y -= rA.x - -eB.x;&lt;br /&gt;
        &lt;br /&gt;
        if( y &amp;lt; mD ){ mD = y; X = gLXnX( llList2Vector( EdgesX, x ), &amp;lt;1,0,0&amp;gt;, rA ); }&lt;br /&gt;
    }&lt;br /&gt;
    x = (EdgesY != []);&lt;br /&gt;
    while( x-- ){&lt;br /&gt;
        float y = gLXdZ( llList2Vector( EdgesY, x ), &amp;lt;0,1,0&amp;gt;, rA );&lt;br /&gt;
        &lt;br /&gt;
        if( rA.y &amp;gt; eB.y ) y += rA.y - eB.y;&lt;br /&gt;
        else if( rA.y &amp;lt; -eB.y ) y -= rA.y - -eB.y;&lt;br /&gt;
        &lt;br /&gt;
        if( y &amp;lt; mD ){ mD = y; X = gLXnX( llList2Vector( EdgesY, x ), &amp;lt;0,1,0&amp;gt;, rA ); }&lt;br /&gt;
    }&lt;br /&gt;
    x = (EdgesZ != []);&lt;br /&gt;
    while( x-- ){&lt;br /&gt;
        float y = gLXdZ( llList2Vector( EdgesZ, x ), &amp;lt;0,0,1&amp;gt;, rA );&lt;br /&gt;
        &lt;br /&gt;
        if( rA.z &amp;gt; eB.z ) y += rA.z - eB.z;&lt;br /&gt;
        else if( rA.z &amp;lt; -eB.z ) y -= rA.z - -eB.z;&lt;br /&gt;
        &lt;br /&gt;
        if( y &amp;lt; mD ){ mD = y; X = gLXnX( llList2Vector( EdgesZ, x ), &amp;lt;0,0,1&amp;gt;, rA ); }&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    if( mD &amp;lt; 0.000001 ) return &amp;lt;-1,-1,-1&amp;gt;;&lt;br /&gt;
    if(      X.x &amp;gt;  eB.x ) X.x =  eB.x;&lt;br /&gt;
    else if( X.x &amp;lt; -eB.x ) X.x = -eB.x;&lt;br /&gt;
    if(      X.y &amp;gt;  eB.y ) X.y =  eB.y;&lt;br /&gt;
    else if( X.y &amp;lt; -eB.y ) X.y = -eB.y;&lt;br /&gt;
    if(      X.z &amp;gt;  eB.z ) X.z =  eB.z;&lt;br /&gt;
    else if( X.z &amp;lt; -eB.z ) X.z = -eB.z;&lt;br /&gt;
    &lt;br /&gt;
    return Bo + ( X * Br );}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
| vector Bo&lt;br /&gt;
| Origin of Box&lt;br /&gt;
|-&lt;br /&gt;
| vector Bs&lt;br /&gt;
| Size of Box&lt;br /&gt;
|-&lt;br /&gt;
| rotation Br&lt;br /&gt;
| Rotation of Box&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector gBXnEX(vector A, vector Bo, vector Bs, rotation Br)&lt;br /&gt;
| Returns nearest point on edge of box B closest to point A. Returns &amp;lt;-1,-1,-1&amp;gt; if already on closest point.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| Requirement&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| float gLXdZ(vector O,vector D,vector A)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| vector gLXdV(vector O,vector D,vector A)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| vector gLXnX(vector O,vector D,vector A)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;div style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;[[#Geometric Library|Cylinder]]&amp;lt;/div&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# CYLINDER AND POINT, INTERSECTION BOOLEAN #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==== Cylinder and Point, Intersection Boolean ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Finds if there is an intersection of a Point and a Cylinder and returns boolean&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
integer gCXx( vector A, vector O, rotation R, vector S ) {&lt;br /&gt;
    A = ( A - O ) / R;// Converts to local object frame&lt;br /&gt;
    return (llPow(A.x/S.x*2,2) + llPow(A.y/S.y*2,2)) &amp;lt;= 1. // Test radius&lt;br /&gt;
        &amp;amp;&amp;amp; llFabs(A.z/S.z*2) &amp;lt;= 1.;// Test top/bottom&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
| vector Bo&lt;br /&gt;
| Origin of Cylinder&lt;br /&gt;
|-&lt;br /&gt;
| vector Bs&lt;br /&gt;
| Size of Cylinder&lt;br /&gt;
|-&lt;br /&gt;
| rotation Br&lt;br /&gt;
| Rotation of Cylinder&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| integer gCXx( vector A, vector O, rotation R, vector S )&lt;br /&gt;
| Returns boolean check of intersection of a point and a cylinder if there is one, otherwise FALSE&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;div style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;[[#Geometric Library|Polygon]]&amp;lt;/div&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# Polygon and Point, Intersection Boolean #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Polygon and Point, Intersection Boolean ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Figures out if point is inside of polygon or otherwise.&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
integer gCPXx( list CP, vector X )&lt;br /&gt;
{//Copyright (c) 1970-2003, Wm. Randolph Franklin; 2008, Strife Onizuka&lt;br /&gt;
    integer i = ~(CP != []);&lt;br /&gt;
    integer c = 0;&lt;br /&gt;
    if(i &amp;lt; -2){&lt;br /&gt;
        vector vi = llList2Vector(CP, -1);&lt;br /&gt;
        do {&lt;br /&gt;
            vector vj = vi;&lt;br /&gt;
            vi = llList2Vector(CP, i);&lt;br /&gt;
            if((vi.y &amp;gt; X.y) ^ (vj.y &amp;gt; X.y)){&lt;br /&gt;
                if(vj.y != vi.y)&lt;br /&gt;
                    c = c ^ (X.x &amp;lt; (((vj.x - vi.x) * (X.y - vi.y) / (vj.y - vi.y)) + vi.x));&lt;br /&gt;
                else c = c ^ (0 &amp;lt; ((vj.x-vi.x) * (X.y-vi.y)));&lt;br /&gt;
            }&lt;br /&gt;
        } while (++i);&lt;br /&gt;
    }&lt;br /&gt;
    return c;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| list CP&lt;br /&gt;
| Vertices of Concave Polygon&lt;br /&gt;
|-&lt;br /&gt;
| vector X&lt;br /&gt;
| Origin of Point&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| integer gCPXx( list CP, vector X )&lt;br /&gt;
| Returns TRUE if point (X) intersects concave polygon (CP), otherwise FALSE&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
Copyright (c) 1970-2003, Wm. Randolph Franklin (Must accept [[#.231|License #1]]), LSL-Port By Strife Onizuka&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# Polygon and Line Segment, Intersection Boolean #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Polygon and Line Segment, Intersection Boolean ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Figures out if line segment intersects with polygon.&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
integer gVPLSx( vector P0, vector P1, list VP ){&lt;br /&gt;
    //Copyright 2001, softSurfer (www.softsurfer.com); 2008, Nexii Malthus&lt;br /&gt;
    if( P0 == P1 ) return gCPXx( VP, P0 );&lt;br /&gt;
    float tE = 0; float tL = 1;&lt;br /&gt;
    float t; float N; float D;&lt;br /&gt;
    vector dS = P1 - P0;&lt;br /&gt;
    vector e; integer x; integer y = VP!=[];&lt;br /&gt;
    @start;&lt;br /&gt;
    for( x = 0; x &amp;lt; y; ++x ){&lt;br /&gt;
        e = llList2Vector( VP, x+1 ) - llList2Vector( VP, x );&lt;br /&gt;
        N = Perp( e, P0 - llList2Vector( VP, x ) );&lt;br /&gt;
        D = -Perp( e, dS );&lt;br /&gt;
        if( llFabs(D) &amp;lt; 0.00000001 )&lt;br /&gt;
            if( N &amp;lt; 0 ) return FALSE;&lt;br /&gt;
            else jump start;&lt;br /&gt;
        t = N / D;&lt;br /&gt;
        if( D &amp;lt; 0 ){&lt;br /&gt;
            if( t &amp;gt; tE ){   tE = t; if( tE &amp;gt; tL ) return FALSE;     }&lt;br /&gt;
        } else {&lt;br /&gt;
            if( t &amp;lt; tL ){   tL = t; if( tL &amp;lt; tE ) return FALSE;     }&lt;br /&gt;
    }   }&lt;br /&gt;
    // PointOfEntrance = P0 + tE * dS;&lt;br /&gt;
    // PointOfExit = P0 + tL * dS;&lt;br /&gt;
    return TRUE;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| list VP&lt;br /&gt;
| Vertices of Convex Polygon&lt;br /&gt;
|-&lt;br /&gt;
| vector P0, vector P1&lt;br /&gt;
| Start and End of Line Segment&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| integer gVPLSx( vector P0, vector P1, list VP )&lt;br /&gt;
| Returns TRUE if line segment (P0,P1) intersects convex polygon (VP), otherwise FALSE&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eed0d0&amp;quot; colspan=&amp;quot;2&amp;quot;| Requirement&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; | &amp;lt;lsl&amp;gt;float Perp( vector U, vector V ){ return U.x*V.y - U.y*V.x; }&amp;lt;/lsl&amp;gt;&lt;br /&gt;
| Perpendicular dot product&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #eed0d0&amp;quot; | integer gCPXx( list CP, vector X )&lt;br /&gt;
| Only needed for (P0 == P1) safety catch check, so optional&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
Copyright 2001, softSurfer (www.softsurfer.com) (Must accept [[#.232|License #2]]), LSL-Port By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;div style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;[[#Geometric Library|Other Functions]]&amp;lt;/div&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# 3D PROJECTION #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== 3D Projection ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Projects a vector A by vector B.&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector Project3D(vector A,vector B){&lt;br /&gt;
    return B * ( ( A * B ) / ( B * B ) );}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector A&lt;br /&gt;
| First Vector&lt;br /&gt;
|-&lt;br /&gt;
| vector B&lt;br /&gt;
| Second Vector&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return Project3D(vector A, vector B)&lt;br /&gt;
| Returns result of projection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--############# REFLECTION #############--&amp;gt;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #ffffff; border-collapse: collapse&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!style=&amp;quot;color: #000000; background-color: #aaaaff;&amp;quot; height=&amp;quot;20px&amp;quot;|&lt;br /&gt;
==== Reflection ====&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Reflects Ray R with surface normal N&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
vector Reflect(vector R,vector N){&lt;br /&gt;
    return R - 2 * N * ( R * N );}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Input&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| vector R&lt;br /&gt;
| Ray Normal&lt;br /&gt;
|-&lt;br /&gt;
| vector N&lt;br /&gt;
| Surface Normal&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Output&lt;br /&gt;
!style=&amp;quot;background-color: #d0d0ee&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| return Reflect(vector R, vector N)&lt;br /&gt;
| Returns result of reflection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3D&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;font-size: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
By Nexii Malthus&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;div style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;[[#Geometric Library|Glossary]]&amp;lt;/div&amp;gt; ===&lt;br /&gt;
For anyone curious to the shorthand used and who wish to use a lookup table can use this as a reference. Or anyone who wishes to add a new function to the library is welcome to but it would be recommended to keep consistency.&lt;br /&gt;
I tried to minimize the script function names to be easily readable. All the geometric function names start with a g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;g&#039;&#039; (&#039;&#039;&#039;Shape1&#039;&#039;&#039;) (&#039;&#039;&#039;Shape2&#039;&#039;&#039;) (&#039;&#039;&#039;Process&#039;&#039;&#039;) (&#039;&#039;&#039;Return&#039;&#039;&#039; (&#039;&#039;Only needed if other than integer&#039;&#039;))&lt;br /&gt;
&lt;br /&gt;
Here is the legend:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; {{Prettytable}}&lt;br /&gt;
|-{{Hl2}}&lt;br /&gt;
! &#039;&#039;&#039;Shorthand&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; height=&amp;quot;50%&amp;quot; | Geometric Types, all the shapes in the library&lt;br /&gt;
|-&lt;br /&gt;
||X&lt;br /&gt;
||Point&lt;br /&gt;
||vector defining a point in space&lt;br /&gt;
|-&lt;br /&gt;
||L&lt;br /&gt;
||&#039;&#039;&#039;L&#039;&#039;&#039;ine&lt;br /&gt;
||A line has an origin and a direction and is infinitely long&lt;br /&gt;
|-&lt;br /&gt;
||LS&lt;br /&gt;
||&#039;&#039;&#039;L&#039;&#039;&#039;ine &#039;&#039;&#039;S&#039;&#039;&#039;egment&lt;br /&gt;
||A line segment is a finite line and therefore consists of a start and end position&lt;br /&gt;
|-&lt;br /&gt;
||R&lt;br /&gt;
||&#039;&#039;&#039;R&#039;&#039;&#039;ay&lt;br /&gt;
||A ray is like a line, except it is more distinct as it defines wether it points forward or back&lt;br /&gt;
|-&lt;br /&gt;
||P&lt;br /&gt;
||&#039;&#039;&#039;P&#039;&#039;&#039;lane&lt;br /&gt;
||A 2D doubly ruled surface of infinite size&lt;br /&gt;
|-&lt;br /&gt;
||S&lt;br /&gt;
||&#039;&#039;&#039;S&#039;&#039;&#039;phere&lt;br /&gt;
||A sphere is defined by origin and radius (No ellipsoid functions available yet)&lt;br /&gt;
|-&lt;br /&gt;
||B&lt;br /&gt;
||&#039;&#039;&#039;B&#039;&#039;&#039;ox&lt;br /&gt;
||A box primitive is six sided and defined by origin, size as well as a rotation.&lt;br /&gt;
|-&lt;br /&gt;
||C&lt;br /&gt;
||&#039;&#039;&#039;C&#039;&#039;&#039;ylinder&lt;br /&gt;
||An elliptic cylinder primitive .&lt;br /&gt;
|-&lt;br /&gt;
||VP&lt;br /&gt;
||Con&#039;&#039;&#039;v&#039;&#039;&#039;ex &#039;&#039;&#039;P&#039;&#039;&#039;olygon&lt;br /&gt;
||Convex Polygon defined by list of vertices.&lt;br /&gt;
|-&lt;br /&gt;
||CP&lt;br /&gt;
||Con&#039;&#039;&#039;c&#039;&#039;&#039;ave &#039;&#039;&#039;P&#039;&#039;&#039;olygon&lt;br /&gt;
||Concave Polygon defined by list of vertices. Automatic backward compatibility with Convex Polygons.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; height=&amp;quot;50%&amp;quot; | The Process, What does it do?&lt;br /&gt;
|-&lt;br /&gt;
||d&lt;br /&gt;
||&#039;&#039;&#039;d&#039;&#039;&#039;istance&lt;br /&gt;
||Calculate distance&lt;br /&gt;
|-&lt;br /&gt;
||n&lt;br /&gt;
||&#039;&#039;&#039;n&#039;&#039;&#039;earest&lt;br /&gt;
||Calculate nearest&lt;br /&gt;
|-&lt;br /&gt;
||p&lt;br /&gt;
||&#039;&#039;&#039;p&#039;&#039;&#039;roject&lt;br /&gt;
||Calculates projection&lt;br /&gt;
|-&lt;br /&gt;
||x&lt;br /&gt;
||Intersection&lt;br /&gt;
||Calculates intersection&lt;br /&gt;
|-&lt;br /&gt;
||dir&lt;br /&gt;
||&#039;&#039;&#039;dir&#039;&#039;&#039;ection&lt;br /&gt;
||Calculates direction&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; height=&amp;quot;50%&amp;quot; | Return, What kind of data do I get out of it?&lt;br /&gt;
|-&lt;br /&gt;
||Z&lt;br /&gt;
||Float&lt;br /&gt;
||Represents that a float is returned&lt;br /&gt;
|-&lt;br /&gt;
||V&lt;br /&gt;
||&#039;&#039;&#039;V&#039;&#039;&#039;ector&lt;br /&gt;
||Represents that a vector is returned&lt;br /&gt;
|-&lt;br /&gt;
||O&lt;br /&gt;
||&#039;&#039;&#039;O&#039;&#039;&#039;rigin&lt;br /&gt;
||Represents the Origin of the ray or line&lt;br /&gt;
|-&lt;br /&gt;
||D&lt;br /&gt;
||&#039;&#039;&#039;D&#039;&#039;&#039;irection&lt;br /&gt;
||Direction from the Origin&lt;br /&gt;
|-&lt;br /&gt;
||E&lt;br /&gt;
||&#039;&#039;&#039;E&#039;&#039;&#039;dge&lt;br /&gt;
||Edge of a shape, such as an edge on a box, suffix may mark special case return type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;div style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;[[#Geometric Library|Licenses]]&amp;lt;/div&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== #1 ====&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
//Copyright (c) 1970-2003, Wm. Randolph Franklin&lt;br /&gt;
//Copyright (c) 2008, Strife Onizuka (porting to LSL)&lt;br /&gt;
//&lt;br /&gt;
//Permission is hereby granted, free of charge, to any person obtaining a copy&lt;br /&gt;
//of this software and associated documentation files (the &amp;quot;Software&amp;quot;), to deal&lt;br /&gt;
//in the Software without restriction, including without limitation the rights&lt;br /&gt;
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell&lt;br /&gt;
//copies of the Software, and to permit persons to whom the Software is&lt;br /&gt;
//furnished to do so, subject to the following conditions:&lt;br /&gt;
//&lt;br /&gt;
// 1. Redistributions of source code must retain the above copyright notice,&lt;br /&gt;
//    this list of conditions and the following disclaimers.&lt;br /&gt;
// 2. Redistributions in binary form must reproduce the above copyright&lt;br /&gt;
//    notice in the documentation and/or other materials provided with the&lt;br /&gt;
//    distribution.&lt;br /&gt;
// 3. The name of W. Randolph Franklin may not be used to endorse or promote&lt;br /&gt;
//    products derived from this Software without specific prior written&lt;br /&gt;
//    permission. &lt;br /&gt;
 &lt;br /&gt;
//THE SOFTWARE IS PROVIDED &amp;quot;AS IS&amp;quot;, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR&lt;br /&gt;
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,&lt;br /&gt;
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE&lt;br /&gt;
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER&lt;br /&gt;
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,&lt;br /&gt;
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE&lt;br /&gt;
//SOFTWARE. &lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== #2 ====&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
// Copyright 2001, softSurfer (www.softsurfer.com); 2008, LSL-port by Nexii Malthus&lt;br /&gt;
// This code may be freely used and modified for any purpose&lt;br /&gt;
// providing that this copyright notice is included with it.&lt;br /&gt;
// SoftSurfer makes no warranty for this code, and cannot be held&lt;br /&gt;
// liable for any real or imagined damage resulting from its use.&lt;br /&gt;
// Users of this code must verify correctness for their application.&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Overbrain_Unplugged&amp;diff=1055022</id>
		<title>User:Overbrain Unplugged</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Overbrain_Unplugged&amp;diff=1055022"/>
		<updated>2010-10-07T05:37:13Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Bio====&lt;br /&gt;
&lt;br /&gt;
Overbrain Unplugged is a student attending a four year program at a university in the greater Los Angeles area. Inworld, she owns and operates [[Hypersonic Space Systems]], a maker of aerospace instruments, vehicles, megastructures, and scripted systems for aerospace effects. Currently located in [[Space Island]].&lt;br /&gt;
&lt;br /&gt;
Overbrain is a proud member of the [[Merczateers]] Tactical Forces, Air Division, where she contributes to the group&#039;s preeminent status in the SL combat community.&lt;br /&gt;
&lt;br /&gt;
Other than that, she pretty much does it for the lulz.&lt;br /&gt;
&lt;br /&gt;
====Contributions to this wiki:====&lt;br /&gt;
&lt;br /&gt;
[[Materialization_Effects]]&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Overbrain_Unplugged&amp;diff=1055012</id>
		<title>User:Overbrain Unplugged</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Overbrain_Unplugged&amp;diff=1055012"/>
		<updated>2010-10-07T05:36:44Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overbrain Unplugged is a student attending a four year program at a university in the greater Los Angeles area. Inworld, she owns and operates [[Hypersonic Space Systems]], a maker of aerospace instruments, vehicles, megastructures, and scripted systems for aerospace effects. Currently located in [[Space Island]].&lt;br /&gt;
&lt;br /&gt;
Overbrain is a proud member of the [[Merczateers]] Tactical Forces, Air Division, where she contributes to the group&#039;s preeminent status in the SL combat community.&lt;br /&gt;
&lt;br /&gt;
Other than that, she pretty much does it for the lulz.&lt;br /&gt;
&lt;br /&gt;
Contributions to this wiki:&lt;br /&gt;
&lt;br /&gt;
[[Materialization_Effects]]&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Materialization_Effects&amp;diff=1052682</id>
		<title>Materialization Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Materialization_Effects&amp;diff=1052682"/>
		<updated>2010-10-06T05:13:47Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: /* Script */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LSL Header}}&lt;br /&gt;
====Description====&lt;br /&gt;
This script is useful code to implement rezzing events where you want the items rezzed to exhibit science fictiony teleportation or materialization effects. It starts off with alpha (transparency) being set to 0.0 (fully transparent) with glow at 1.00 (full glow), and transitions over 20 steps to zero transparency and 10% glow (you can modify the final glow by setting the glow value inside the &amp;quot;if&amp;quot; statement to 0.0, and the stepping value from 0.045 to 0.05, if you want it to have zero final glow).&lt;br /&gt;
&lt;br /&gt;
====Script====&lt;br /&gt;
&amp;lt;lsl&amp;gt;// Materialization Script 1.0 by Overbrain Unplugged&lt;br /&gt;
// This script is placed under MIT X11 Open Source License&lt;br /&gt;
// Copyright (c) 2010 Overbrain Unplugged&lt;br /&gt;
//Permission is hereby granted, free of charge, to any person obtaining a copy&lt;br /&gt;
//of this software and associated documentation files (the &amp;quot;Software&amp;quot;), to deal&lt;br /&gt;
//in the Software without restriction, including without limitation the rights&lt;br /&gt;
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell&lt;br /&gt;
//copies of the Software, and to permit persons to whom the Software is&lt;br /&gt;
//furnished to do so, subject to the following conditions:&lt;br /&gt;
//The above copyright notice and this permission notice shall be included in&lt;br /&gt;
//all copies or substantial portions of the Software. The author of this software&lt;br /&gt;
//shall be credited by and in any derivative works utilizing this software.&lt;br /&gt;
 &lt;br /&gt;
//THE SOFTWARE IS PROVIDED &amp;quot;AS IS&amp;quot;, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR&lt;br /&gt;
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,&lt;br /&gt;
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE&lt;br /&gt;
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER&lt;br /&gt;
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,&lt;br /&gt;
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN&lt;br /&gt;
//THE SOFTWARE.&lt;br /&gt;
&lt;br /&gt;
float time = 0.01;&lt;br /&gt;
&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    state_entry()&lt;br /&gt;
    {&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,1.0]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES);&lt;br /&gt;
        llSetTimerEvent(time);&lt;br /&gt;
        &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    on_rez(integer parameters)&lt;br /&gt;
    {&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,1.0]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES);&lt;br /&gt;
        llSetTimerEvent(time);&lt;br /&gt;
        &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    timer()&lt;br /&gt;
    {&lt;br /&gt;
        &lt;br /&gt;
        float alpha=llGetAlpha(0);&lt;br /&gt;
        &lt;br /&gt;
        list params = llGetPrimitiveParams([PRIM_GLOW,0]);&lt;br /&gt;
        float glow = llList2Float(params, 0);&lt;br /&gt;
        //This next line you can uncomment to use for testing purposes to view the alpha and glow values during each step.&lt;br /&gt;
        //llOwnerSay(&amp;quot;Glow = &amp;quot; + (string)glow + &amp;quot;Alpha = &amp;quot; + (string)alpha);&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,glow-0.045]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,alpha + 0.05,ALL_SIDES); &lt;br /&gt;
        if (alpha &amp;gt;= 1.0)&lt;br /&gt;
        {&lt;br /&gt;
           llSetTimerEvent(0.0);&lt;br /&gt;
           llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,0.1]);&lt;br /&gt;
           llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES);&lt;br /&gt;
        }  &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
}&amp;lt;/lsl&amp;gt;&lt;br /&gt;
{{LSLC|Library}}&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Materialization_Effects&amp;diff=1052672</id>
		<title>Materialization Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Materialization_Effects&amp;diff=1052672"/>
		<updated>2010-10-06T05:12:17Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: /* Script */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LSL Header}}&lt;br /&gt;
====Description====&lt;br /&gt;
This script is useful code to implement rezzing events where you want the items rezzed to exhibit science fictiony teleportation or materialization effects. It starts off with alpha (transparency) being set to 0.0 (fully transparent) with glow at 1.00 (full glow), and transitions over 20 steps to zero transparency and 10% glow (you can modify the final glow by setting the glow value inside the &amp;quot;if&amp;quot; statement to 0.0, and the stepping value from 0.045 to 0.05, if you want it to have zero final glow).&lt;br /&gt;
&lt;br /&gt;
====Script====&lt;br /&gt;
&amp;lt;lsl&amp;gt;// Materialization Script 1.0 by Overbrain Unplugged&lt;br /&gt;
// This script is placed under MIT X11 Open Source License&lt;br /&gt;
// Copyright (c) 2010 Overbrain Unplugged&lt;br /&gt;
//Permission is hereby granted, free of charge, to any person obtaining a copy&lt;br /&gt;
//of this software and associated documentation files (the &amp;quot;Software&amp;quot;), to deal&lt;br /&gt;
//in the Software without restriction, including without limitation the rights&lt;br /&gt;
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell&lt;br /&gt;
//copies of the Software, and to permit persons to whom the Software is&lt;br /&gt;
//furnished to do so, subject to the following conditions:&lt;br /&gt;
//The above copyright notice and this permission notice shall be included in&lt;br /&gt;
//all copies or substantial portions of the Software. The author of this software&lt;br /&gt;
//shall be credited by and in any derivative works utilizing this software.&lt;br /&gt;
 &lt;br /&gt;
//THE SOFTWARE IS PROVIDED &amp;quot;AS IS&amp;quot;, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR&lt;br /&gt;
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,&lt;br /&gt;
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE&lt;br /&gt;
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER&lt;br /&gt;
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,&lt;br /&gt;
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN&lt;br /&gt;
//THE SOFTWARE.&lt;br /&gt;
&lt;br /&gt;
float time = 0.01;&lt;br /&gt;
&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    state_entry()&lt;br /&gt;
    {&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,1.0]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES);&lt;br /&gt;
        llSetTimerEvent(time);&lt;br /&gt;
        &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    on_rez(integer parameters)&lt;br /&gt;
    {&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,1.0]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES);&lt;br /&gt;
        llSetTimerEvent(time);&lt;br /&gt;
        &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    timer()&lt;br /&gt;
    {&lt;br /&gt;
        &lt;br /&gt;
        float alpha=llGetAlpha(0);&lt;br /&gt;
        &lt;br /&gt;
        list params = llGetPrimitiveParams([PRIM_GLOW,0]);&lt;br /&gt;
        float glow = llList2Float(params, 0);&lt;br /&gt;
        //llOwnerSay(&amp;quot;Glow = &amp;quot; + (string)glow + &amp;quot;Alpha = &amp;quot; + (string)alpha);&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,glow-0.045]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,alpha + 0.05,ALL_SIDES); &lt;br /&gt;
        if (alpha &amp;gt;= 1.0)&lt;br /&gt;
        {&lt;br /&gt;
           llSetTimerEvent(0.0);&lt;br /&gt;
           llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,0.1]);&lt;br /&gt;
           llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES);&lt;br /&gt;
        }  &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
}&amp;lt;/lsl&amp;gt;&lt;br /&gt;
{{LSLC|Library}}&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Overbrain_Unplugged&amp;diff=1052632</id>
		<title>User:Overbrain Unplugged</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Overbrain_Unplugged&amp;diff=1052632"/>
		<updated>2010-10-06T04:26:21Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: Created page with &amp;#039;Overbrain Unplugged is a student attending a four year program at a university in the greater Los Angeles area. Inworld, she owns and operates Hypersonic Space Systems, a mak...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overbrain Unplugged is a student attending a four year program at a university in the greater Los Angeles area. Inworld, she owns and operates [[Hypersonic Space Systems]], a maker of aerospace instruments, vehicles, megastructures, and scripted systems for aerospace effects. Currently located in [[Space Island]].&lt;br /&gt;
&lt;br /&gt;
Overbrain is a proud member of the [[Merczateers]] Tactical Forces, Air Division, where she contributes to the group&#039;s preeminent status in the SL combat community.&lt;br /&gt;
&lt;br /&gt;
Other than that, she pretty much does it for the lulz.&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Materialization_Effects&amp;diff=1052623</id>
		<title>Materialization Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Materialization_Effects&amp;diff=1052623"/>
		<updated>2010-10-06T04:20:28Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LSL Header}}&lt;br /&gt;
====Description====&lt;br /&gt;
This script is useful code to implement rezzing events where you want the items rezzed to exhibit science fictiony teleportation or materialization effects. It starts off with alpha (transparency) being set to 0.0 (fully transparent) with glow at 1.00 (full glow), and transitions over 20 steps to zero transparency and 10% glow (you can modify the final glow by setting the glow value inside the &amp;quot;if&amp;quot; statement to 0.0, and the stepping value from 0.045 to 0.05, if you want it to have zero final glow).&lt;br /&gt;
&lt;br /&gt;
====Script====&lt;br /&gt;
&amp;lt;lsl&amp;gt;// Materialization Script 1.0 by Overbrain Unplugged&lt;br /&gt;
// This script is placed under MIT X11 Open Source License&lt;br /&gt;
// Copyright (c) 2010 Overbrain Unplugged&lt;br /&gt;
//Permission is hereby granted, free of charge, to any person obtaining a copy&lt;br /&gt;
//of this software and associated documentation files (the &amp;quot;Software&amp;quot;), to deal&lt;br /&gt;
//in the Software without restriction, including without limitation the rights&lt;br /&gt;
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell&lt;br /&gt;
//copies of the Software, and to permit persons to whom the Software is&lt;br /&gt;
//furnished to do so, subject to the following conditions:&lt;br /&gt;
//The above copyright notice and this permission notice shall be included in&lt;br /&gt;
//all copies or substantial portions of the Software. The author of this software&lt;br /&gt;
//shall be credited by and in any derivative works utilizing this software.&lt;br /&gt;
 &lt;br /&gt;
//THE SOFTWARE IS PROVIDED &amp;quot;AS IS&amp;quot;, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR&lt;br /&gt;
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,&lt;br /&gt;
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE&lt;br /&gt;
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER&lt;br /&gt;
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,&lt;br /&gt;
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN&lt;br /&gt;
//THE SOFTWARE.&lt;br /&gt;
&lt;br /&gt;
float time = 0.01;&lt;br /&gt;
&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    state_entry()&lt;br /&gt;
    {&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,1.0]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES);&lt;br /&gt;
        llSetTimerEvent(time);&lt;br /&gt;
        &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    timer()&lt;br /&gt;
    {&lt;br /&gt;
        &lt;br /&gt;
        float alpha=llGetAlpha(0);&lt;br /&gt;
        &lt;br /&gt;
        list params = llGetPrimitiveParams([PRIM_GLOW,0]);&lt;br /&gt;
        float glow = llList2Float(params, 0);&lt;br /&gt;
        //llOwnerSay(&amp;quot;Glow = &amp;quot; + (string)glow + &amp;quot;Alpha = &amp;quot; + (string)alpha);&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,glow-0.045]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,alpha + 0.05,ALL_SIDES); &lt;br /&gt;
        if (alpha &amp;gt;= 1.0)&lt;br /&gt;
        {&lt;br /&gt;
           llSetTimerEvent(0.0);&lt;br /&gt;
           llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,0.1]);&lt;br /&gt;
           llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES);&lt;br /&gt;
        }  &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
}&amp;lt;/lsl&amp;gt;&lt;br /&gt;
{{LSLC|Library}}&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Materialization_Effects&amp;diff=1052613</id>
		<title>Materialization Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Materialization_Effects&amp;diff=1052613"/>
		<updated>2010-10-06T04:17:35Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: /* Script */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
====Description====&lt;br /&gt;
This script is useful code to implement rezzing events where you want the items rezzed to exhibit science fictiony teleportation or materialization effects. It starts off with alpha (transparency) being set to 0.0 (fully transparent) with glow at 1.00 (full glow), and transitions over 20 steps to zero transparency and 10% glow (you can modify the final glow by setting the glow value inside the &amp;quot;if&amp;quot; statement to 0.0, and the stepping value from 0.045 to 0.05, if you want it to have zero final glow).&lt;br /&gt;
&lt;br /&gt;
====Script====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;// Materialization Script 1.0 by Overbrain Unplugged&lt;br /&gt;
// This script is placed under MIT X11 Open Source License&lt;br /&gt;
// Copyright (c) 2010 Overbrain Unplugged&lt;br /&gt;
//Permission is hereby granted, free of charge, to any person obtaining a copy&lt;br /&gt;
//of this software and associated documentation files (the &amp;quot;Software&amp;quot;), to deal&lt;br /&gt;
//in the Software without restriction, including without limitation the rights&lt;br /&gt;
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell&lt;br /&gt;
//copies of the Software, and to permit persons to whom the Software is&lt;br /&gt;
//furnished to do so, subject to the following conditions:&lt;br /&gt;
//The above copyright notice and this permission notice shall be included in&lt;br /&gt;
//all copies or substantial portions of the Software. The author of this software&lt;br /&gt;
//shall be credited by and in any derivative works utilizing this software.&lt;br /&gt;
 &lt;br /&gt;
//THE SOFTWARE IS PROVIDED &amp;quot;AS IS&amp;quot;, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR&lt;br /&gt;
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,&lt;br /&gt;
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE&lt;br /&gt;
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER&lt;br /&gt;
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,&lt;br /&gt;
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN&lt;br /&gt;
//THE SOFTWARE.&lt;br /&gt;
&lt;br /&gt;
float time = 0.01;&lt;br /&gt;
&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    state_entry()&lt;br /&gt;
    {&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,1.0]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES);&lt;br /&gt;
        llSetTimerEvent(time);&lt;br /&gt;
        &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    timer()&lt;br /&gt;
    {&lt;br /&gt;
        &lt;br /&gt;
        float alpha=llGetAlpha(0);&lt;br /&gt;
        &lt;br /&gt;
        list params = llGetPrimitiveParams([PRIM_GLOW,0]);&lt;br /&gt;
        float glow = llList2Float(params, 0);&lt;br /&gt;
        //llOwnerSay(&amp;quot;Glow = &amp;quot; + (string)glow + &amp;quot;Alpha = &amp;quot; + (string)alpha);&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,glow-0.045]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,alpha + 0.05,ALL_SIDES); &lt;br /&gt;
        if (alpha &amp;gt;= 1.0)&lt;br /&gt;
        {&lt;br /&gt;
           llSetTimerEvent(0.0);&lt;br /&gt;
           llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,0.1]);&lt;br /&gt;
           llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES);&lt;br /&gt;
        }  &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
}&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Materialization_Effects&amp;diff=1052603</id>
		<title>Materialization Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Materialization_Effects&amp;diff=1052603"/>
		<updated>2010-10-06T04:16:33Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: Created page with &amp;#039; ====Description==== This script is useful code to implement rezzing events where you want the items rezzed to exhibit science fictiony teleportation or materialization effects. ...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
====Description====&lt;br /&gt;
This script is useful code to implement rezzing events where you want the items rezzed to exhibit science fictiony teleportation or materialization effects. It starts off with alpha (transparency) being set to 0.0 (fully transparent) with glow at 1.00 (full glow), and transitions over 20 steps to zero transparency and 10% glow (you can modify the final glow by setting the glow value inside the &amp;quot;if&amp;quot; statement to 0.0, and the stepping value from 0.045 to 0.05, if you want it to have zero final glow).&lt;br /&gt;
&lt;br /&gt;
====Script====&lt;br /&gt;
// Materialization Script 1.0 by Overbrain Unplugged&lt;br /&gt;
// This script is placed under MIT X11 Open Source License&lt;br /&gt;
// Copyright (c) 2010 Overbrain Unplugged&lt;br /&gt;
//Permission is hereby granted, free of charge, to any person obtaining a copy&lt;br /&gt;
//of this software and associated documentation files (the &amp;quot;Software&amp;quot;), to deal&lt;br /&gt;
//in the Software without restriction, including without limitation the rights&lt;br /&gt;
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell&lt;br /&gt;
//copies of the Software, and to permit persons to whom the Software is&lt;br /&gt;
//furnished to do so, subject to the following conditions:&lt;br /&gt;
//The above copyright notice and this permission notice shall be included in&lt;br /&gt;
//all copies or substantial portions of the Software. The author of this software&lt;br /&gt;
//shall be credited by and in any derivative works utilizing this software.&lt;br /&gt;
 &lt;br /&gt;
//THE SOFTWARE IS PROVIDED &amp;quot;AS IS&amp;quot;, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR&lt;br /&gt;
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,&lt;br /&gt;
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE&lt;br /&gt;
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER&lt;br /&gt;
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,&lt;br /&gt;
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN&lt;br /&gt;
//THE SOFTWARE.&lt;br /&gt;
&lt;br /&gt;
float time = 0.01;&lt;br /&gt;
&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    state_entry()&lt;br /&gt;
    {&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,1.0]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES);&lt;br /&gt;
        llSetTimerEvent(time);&lt;br /&gt;
        &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    timer()&lt;br /&gt;
    {&lt;br /&gt;
        &lt;br /&gt;
        float alpha=llGetAlpha(0);&lt;br /&gt;
        &lt;br /&gt;
        list params = llGetPrimitiveParams([PRIM_GLOW,0]);&lt;br /&gt;
        float glow = llList2Float(params, 0);&lt;br /&gt;
        //llOwnerSay(&amp;quot;Glow = &amp;quot; + (string)glow + &amp;quot;Alpha = &amp;quot; + (string)alpha);&lt;br /&gt;
        llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,glow-0.045]);&lt;br /&gt;
        llSetLinkAlpha(LINK_SET,alpha + 0.05,ALL_SIDES); &lt;br /&gt;
        if (alpha &amp;gt;= 1.0)&lt;br /&gt;
        {&lt;br /&gt;
           llSetTimerEvent(0.0);&lt;br /&gt;
           llSetLinkPrimitiveParams(LINK_SET,[PRIM_GLOW,ALL_SIDES,0.1]);&lt;br /&gt;
           llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES);&lt;br /&gt;
        }  &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Category:LSL_Library&amp;diff=1052602</id>
		<title>Category:LSL Library</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Category:LSL_Library&amp;diff=1052602"/>
		<updated>2010-10-06T04:01:51Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: /* LSL Script Library */ added Materialization Effects script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LSL Header|ml=*}}{{RightToc}}&lt;br /&gt;
==Script Library==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 0.5em 1.5em&amp;quot;&amp;gt;&lt;br /&gt;
Come to this page to see complex examples that show how to combine parts of LSL.&lt;br /&gt;
&lt;br /&gt;
Go to the [[:Category:LSL Examples|LSL Examples]] page to see brief examples of how to use parts of LSL &lt;br /&gt;
&lt;br /&gt;
Why collect complex examples here? Well, ...&lt;br /&gt;
&lt;br /&gt;
There are many [[script|scripts]] that have become buried in the [http://forums-archive.secondlife.com/15/1.html Scripting Library archive] or the newer [https://blogs.secondlife.com/community/forums/scripting_library?view=discussions Scripting Library forum], were lost with the death of the early scripting forums, or sit idle in [[inventory|inventories]] that could be useful and should be more accessible.&lt;br /&gt;
&lt;br /&gt;
Other scripters may be in the same situation. This wiki is a well-suited medium for a script library. Feel free to add your scripts to the script library by creating new pages for them and linking to those pages here.&lt;br /&gt;
&lt;br /&gt;
Note that there are many more scripts in the LSL Library here, but you can&#039;t get to them if you don&#039;t know they exist, because they are subpages now, instead of an automatically updated category.  Good luck searching.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rules for posting: ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
#Your script must be tested and working. If it&#039;s not, stick it in your user-space until it is. This is a list of working, usable scripts.&lt;br /&gt;
#Add a link to your script&#039;s page here. Link back to this page from your script&#039;s page. Start your page with &amp;lt;nowiki&amp;gt;{{LSL Header}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
#Do not add scripts that duplicate the same functionality as an existing script or built in {{LSLGC|Functions|function}}. If yours does, explain why.&lt;br /&gt;
#Do not list simple scripts here. Include those among the [[:Category:LSL Examples|LSL Examples]] instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
==LSL Script Library==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; {{Prettytable}}&lt;br /&gt;
|- {{Hl2}}&lt;br /&gt;
! &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Creator&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[1st necessity of SL]]&lt;br /&gt;
||[[User:Beer Dailey|Beer Dailey]]&lt;br /&gt;
||Monitors for avatars and (de)activates scripts states to control script performance/lag.&lt;br /&gt;
|-&lt;br /&gt;
||[[3D Radar]]&lt;br /&gt;
||[[User:Jesse Barnett|Jesse Barnett]]&lt;br /&gt;
||Rezzes a ball for each avatar in range. Each ball tracks its own AV and displays distance.&lt;br /&gt;
|-&lt;br /&gt;
||[[Access (NewAge)]]&lt;br /&gt;
||[[User:Asia Snowfall|Asia Snowfall]]&lt;br /&gt;
||An easy to use script for permissions on who can use the script, Public/Group/Owner&lt;br /&gt;
|-&lt;br /&gt;
||[[Aim Detection]]&lt;br /&gt;
||[[User:Han Shuffle|Han Shuffle]]&lt;br /&gt;
||Monitors for avatars and reports back to owner about who is aiming at them.&lt;br /&gt;
|-&lt;br /&gt;
||[[AntiDelay Node]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||Uses [[llMessageLinked]] to stop those pesky delays.&lt;br /&gt;
|-&lt;br /&gt;
||[[AO Overriding Pose Ball]]&lt;br /&gt;
||[[User:Jesse Barnett|Jesse Barnett]]&lt;br /&gt;
||No more turning your AO off and on when you sit down&lt;br /&gt;
|-&lt;br /&gt;
||[[ARCFOUR Strong Encryption Implementation]]&lt;br /&gt;
||[[User:Nekow42 Zarf|Nekow42 Zarf]]&lt;br /&gt;
||An LSL implementation of ARCFOUR, the most popular stream cipher still in use. It is licensed under a Creative Commons Attribution 3.0 license.&lt;br /&gt;
|-&lt;br /&gt;
||[[Assembly Programming Language|Assembly-Like Programming Language]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||A compiler that runs assembly-like programs.&lt;br /&gt;
|-&lt;br /&gt;
||[[Associative Array Emulator|Associative Array (Dictionary) Emulator]]&lt;br /&gt;
||[[User:Alynna Vixen|Alynna Vixen]]&lt;br /&gt;
||This library provides a set of functions for using a list as an associative array where string based keys can refer to one or more variant elements.&lt;br /&gt;
|-&lt;br /&gt;
||[[AvatarFollower]]&lt;br /&gt;
||[[User:Dale Innis|Dale Innis]]&lt;br /&gt;
||Allows one avatar to automatically follow another.&lt;br /&gt;
|-&lt;br /&gt;
||[[Avatar Radar (NewAge)]]&lt;br /&gt;
||[[User:Asia Snowfall|Asia Snowfall]]&lt;br /&gt;
||Version 1.2; A nice new avatar radar script i just finish that you can place in your hud, Also features avatar locator&lt;br /&gt;
|-&lt;br /&gt;
||[[Base2Dec]]&lt;br /&gt;
||[[User:Siann Beck|Siann Beck]]&lt;br /&gt;
||Convert a number to decimal from any base.&lt;br /&gt;
|-&lt;br /&gt;
||[[BaseN]]&lt;br /&gt;
||[[User:Nexii Malthus|Nexii Malthus]]&lt;br /&gt;
||Variable base compression, dynamically maps to usable UTF code points.&lt;br /&gt;
|-&lt;br /&gt;
||[[Basic A-Star Pathfinder]]&lt;br /&gt;
||[[User:Nexii Malthus|Nexii Malthus]]&lt;br /&gt;
|| My own interpretation of A Star into a highly efficient algorithmn&lt;br /&gt;
|-&lt;br /&gt;
||[[Basic Encryption Modules]]&lt;br /&gt;
||[[User:Beverly Larkin|Beverly Larkin]]&lt;br /&gt;
||Basic encryption scripts, allows you to encrypt a float and shout it to another prim on a randomly chosen channel.&lt;br /&gt;
|-&lt;br /&gt;
||[[Be happy]]&lt;br /&gt;
||[[User:Emmas Seetan|Emmas Seetan]]&lt;br /&gt;
||Basic smile attachment script, makes your avatar smile.&lt;br /&gt;
|-&lt;br /&gt;
||[[Best Neighbor Ad Hiding Script|Best Neighbor]]&lt;br /&gt;
||[[User:Doran Zemlja|Doran Zemlja]]&lt;br /&gt;
||Reduce ad clutter by hiding ads when users are on their own land nearby.&lt;br /&gt;
|-&lt;br /&gt;
||[[BigNum|BigNum Library (RSA Encryption)]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||A BigNum Library for dealing with big numbers! Specialized for modular multiplication, and RSA encryption.&lt;br /&gt;
|-&lt;br /&gt;
||[[Binary Clock v1.1|Binary Clock]]&lt;br /&gt;
||[[User:Fox Diller|Fox Diller]]&lt;br /&gt;
||A Binary Clock.&lt;br /&gt;
|-&lt;br /&gt;
||[[BinaryDecimalConverter]]&lt;br /&gt;
||[[User:Soundless Smalls|Soundless Smalls]]&lt;br /&gt;
||Converts a binary value to a decimal value and vice versa.&lt;br /&gt;
|-&lt;br /&gt;
||[[Blacklist and Remote Kill|Blacklist and Remote Kill]]&lt;br /&gt;
||[[User:Chase Quinnell|Chase Quinnell]]&lt;br /&gt;
||Blacklist(denial of use) or a creator kill script(can delete someone&#039;s item by command on private channel)&lt;br /&gt;
|-&lt;br /&gt;
||[[User_talk:Rolig_Loon/Bookmark_URLs|Bookmark URLs]]&lt;br /&gt;
||[[User:Rolig Loon|Rolig Loon]]&lt;br /&gt;
||Dialog driven HUD reads bookmarked URLs from notecards and navigates directly to them with user&#039;s in-world browser.&lt;br /&gt;
|-&lt;br /&gt;
||[[Builders Buddy|Builder&#039;s Buddy Tool]]&lt;br /&gt;
||[[User:Newfie Pendragon|Newfie Pendragon]]&lt;br /&gt;
||Script to easily move/rotate large builds that exceed the linkable size limit (30 meters).&lt;br /&gt;
|-&lt;br /&gt;
||[[Button Click Detector]]&lt;br /&gt;
||{{User|Sendao Goodman}}&lt;br /&gt;
||Use [[llDetectedTouchUV]] to determine which button was pressed on a texture.&lt;br /&gt;
|-&lt;br /&gt;
||[[Camera following prim]]&lt;br /&gt;
||[[User:Dale Innis|Dale Innis]]&lt;br /&gt;
||Pair of scripts to make a prim follow your camera position around (for lights etc).&lt;br /&gt;
|-&lt;br /&gt;
||[[Camera Sync]]&lt;br /&gt;
||[[User:Meyermagic Salome|Meyermagic Salome]] and [[User:Nomad Padar|Nomad Padar]]&lt;br /&gt;
||A system to synchronize the cameras of two avatars.&lt;br /&gt;
|-&lt;br /&gt;
||[[Chatbot]]&lt;br /&gt;
||Anonymous&lt;br /&gt;
||Compile and run the LSL you type on a channel, faster than you can thru the 2007-08 SL GUI.&lt;br /&gt;
|-&lt;br /&gt;
||[[Chat Logger (GPL)]]&lt;br /&gt;
||[[User:Nobody Fugazi|Nobody Fugazi]]&lt;br /&gt;
||Chat logger which requests permission from participants before recording them.&lt;br /&gt;
|-&lt;br /&gt;
||[[Chat_Relay|Chat Relay]]&lt;br /&gt;
||[[User:grumble Loudon|grumble Loudon]]&lt;br /&gt;
||A Chat relay which can be routed using a path header and won&#039;t echo.&lt;br /&gt;
|-&lt;br /&gt;
||[[ClickAndDrag]]&lt;br /&gt;
||[[User:Nexii Malthus|Nexii Malthus]]&lt;br /&gt;
|| Click and Drag user interface elements using dynamic feedback&lt;br /&gt;
|-&lt;br /&gt;
||[[Code Racer]]&lt;br /&gt;
||Anonymous&lt;br /&gt;
||Race two versions of code forever, to see which runs faster.&lt;br /&gt;
|-&lt;br /&gt;
||[[Code Sizer]]&lt;br /&gt;
||Anonymous&lt;br /&gt;
||Count the bytes compiled from source code, to measure how to write small code.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Programs#v7-D_Enh._Color_Picker|Color Changer]]&lt;br /&gt;
||[[User:Void_Singer|Void_Singer]]&lt;br /&gt;
||Dialog driven color changer. Supports 16million+ colors, web color codes, multiple targeted prims, with save and recall.&lt;br /&gt;
|-&lt;br /&gt;
||[[Color Changer|Color Changer Plus]]&lt;br /&gt;
||[[User:Neo Calcutt|Neo Calcutt]]&lt;br /&gt;
||A color changer with 14 colors, a random function, and a custom vector function.&lt;br /&gt;
|-&lt;br /&gt;
||[[Color conversion scripts|Color Conversion]]&lt;br /&gt;
||[[User:Sally LaSalle|Sally LaSalle]]&lt;br /&gt;
||Convert between Red Green Blue (RGB) and Hue Saturation Value (HSV).&lt;br /&gt;
|-&lt;br /&gt;
||[[ColorConvert]]&lt;br /&gt;
||[[User:Siann Beck|Siann Beck]]&lt;br /&gt;
||Convert color values to vector from RGB, hex or HTML color name.&lt;br /&gt;
|-&lt;br /&gt;
||[[Color script]]&lt;br /&gt;
||[[User:Masakazu Kojima|Masakazu Kojima]]&lt;br /&gt;
||Script for changing colors trough a listener with pre-defined colors.&lt;br /&gt;
|-&lt;br /&gt;
||[[Library Combined Library|Combined Library]]&lt;br /&gt;
||[[User:Strife Onizuka|Strife Onizuka]]&lt;br /&gt;
||Library of mostly encoding and decoding functions, some more useful then others.&lt;br /&gt;
* String functions: Replace / Trim right / Trim left / Trim both&lt;br /&gt;
* Unicode conversion: UTF8 to Unicode / Unicode to UTF8&lt;br /&gt;
* List functions: Replace / Compare&lt;br /&gt;
|-&lt;br /&gt;
||[[Computer:jaycoonlanguage]]&lt;br /&gt;
||[[User:jayco121 Bing|jayco121 Bing]]&lt;br /&gt;
|| A language written in LSL that is meant for my computer (available at the shop).&lt;br /&gt;
|-&lt;br /&gt;
||[[Read Note Card Configuration|Configuration Notecard Reader]]&lt;br /&gt;
||{{User|Dedric Mauriac}}&lt;br /&gt;
||A script to read configuration information from a notecard. Parses notecard to extract key words and their assigned values. Allows for comment lines and many more useful features.&lt;br /&gt;
|-&lt;br /&gt;
||[[AdvancedNotecardReader|Configuration Notecard Reader (advanced)]]&lt;br /&gt;
||[[Lear Cale|Lear Cale]]&lt;br /&gt;
||Robust configuration notecard reader; supports multiple notecards with same suffix, handles reconfig on inventory change, and does not usurp the default state.&lt;br /&gt;
|-&lt;br /&gt;
||[[Library_Chat_Relay|Conversation Relay]]&lt;br /&gt;
||[[User:Jippen Faddoul|Jippen Faddoul]]&lt;br /&gt;
||Chat relay which requests permission from participants before relaying their messages. Also includes their attachments. (ToS compliant).&lt;br /&gt;
|-&lt;br /&gt;
||[[Curtain script]]&lt;br /&gt;
||[[User:Zilla Larsson|Zilla Larsson]]&lt;br /&gt;
||A simple script to retract/stretch curtains, blinds, bedcovers and more&lt;br /&gt;
|-&lt;br /&gt;
||[[Dataserver API]]&lt;br /&gt;
||[[User:Revolution Perenti|Revolution Perenti]]&lt;br /&gt;
||Dataserver Framework for Notecards.&lt;br /&gt;
|-&lt;br /&gt;
||[[Date Library]]&lt;br /&gt;
||[[User:Corto Maltese|Corto Maltese]]&lt;br /&gt;
|| Date library, based on number of day since march 3rd 1600, can be used to calculate weekday, date differences, and date offset, and date formating.&lt;br /&gt;
|-&lt;br /&gt;
||[[Day of the Week]]&lt;br /&gt;
||[[User:DoteDote Edison|DoteDote Edison]]&lt;br /&gt;
||Function to get day of the week from [[llGetUnixTime]].&lt;br /&gt;
|-&lt;br /&gt;
||[[Days in Month]]&lt;br /&gt;
||[[User:IntLibber Brautigan begin_of_the_skype_highlighting     end_of_the_skype_highlighting begin_of_the_skype_highlighting     end_of_the_skype_highlighting|IntLibber Brautigan]]&lt;br /&gt;
||Clicking on it returns the number of days in the present month. Useful for scripting calendars and tier systems that need to know the number of days in the month at hand or to calculate for any month. Even adjusts for leap years.&lt;br /&gt;
|-&lt;br /&gt;
||[[Deed Tools]]&lt;br /&gt;
||[[User:Falados Kapuskas|Falados Kapuskas]]&lt;br /&gt;
||Tools that allow the creator to modify Group-Owned (Deeded) Objects via chat.&lt;br /&gt;
|-&lt;br /&gt;
||[[Describe Chatter]]&lt;br /&gt;
||Anonymous&lt;br /&gt;
||Chat to see yourself as others do.&lt;br /&gt;
|-&lt;br /&gt;
||[[Dialog Control]]&lt;br /&gt;
||[[User:Nargus Asturias|Nargus Asturias]]&lt;br /&gt;
|| A (not-so) simple dialog &amp;amp; menu control script. Call dialog and receive selected value via [[link_message]](), with built-in timer and [[link_message]]() notification on time out. Supports multi-pages dialog and numeric property dialog. Button text and dialog&#039;s returned value can differ.&lt;br /&gt;
Latest version also has [[Dialog Menus Control]] built-in; which allow multi-level menus through SL dialog system.&lt;br /&gt;
|-&lt;br /&gt;
||[[MultiUser_Dialog_Handler|Dialog Menus (multiuser)]]&lt;br /&gt;
||[[User:SimonT Quinnell|SimonT Quinnell]]&lt;br /&gt;
|| Menu dialog handler that supports multiple menus open at once from the single script. Displays multi-page menus if necessary as well as allowing for fixed header and footer buttons.  Timeouts as well as Text and button size limits are handled.&lt;br /&gt;
|-&lt;br /&gt;
||[[Dialog NumberPad|Dialog Number Pad]]&lt;br /&gt;
||[[User:DoteDote Edison|DoteDote Edison]]&lt;br /&gt;
||Use a dialog to accept positive integer input from users.&lt;br /&gt;
|-&lt;br /&gt;
||[[Displayer Script]]&lt;br /&gt;
||[[User:Akinori Kimagawa|Akinori Kimagawa]]&lt;br /&gt;
||[[Display Words On Top Of An Object]]&lt;br /&gt;
|-&lt;br /&gt;
||[[Drink script]]&lt;br /&gt;
||[[User:Emmas Seetan|Emmas Seetan]]&lt;br /&gt;
||Used mainly for food and drink in Second Life.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Daemonika_Nightfire/Scripts/DS_Single_AO-Sit|*DS*_Single_AO-Sit]]&lt;br /&gt;
||[[User:Daemonika Nightfire|Daemonika Nightfire]]&lt;br /&gt;
||Posescript for use with or without AO and with or without Animation. With the menu it is possible the seated Avatar to move.&lt;br /&gt;
|-&lt;br /&gt;
||[[TOXDropBox|DropBox]]&lt;br /&gt;
||[[User:Dimentox Travanti|Dimentox Travanti]]&lt;br /&gt;
|| This is a Drop box which allows people to drop certain items in a object &amp;amp; has many config options.&lt;br /&gt;
|-&lt;br /&gt;
||[[Efficiency Tester]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||Tests the speed of a function.&lt;br /&gt;
|-&lt;br /&gt;
||[[Email-to-IM|Email2IM]]&lt;br /&gt;
||[[User:DoteDote Edison|DoteDote Edison]]&lt;br /&gt;
||Send IMs to SL friends via [[email]] (translate emails from friends into IMs).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Kireji_Haiku/SIMchat_headset|Encrypted Region-wide chat]]&lt;br /&gt;
||&#039;&#039;&#039;[[User:Kireji Haiku|Kireji Haiku]]&#039;&#039;&#039; &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User talk:Kireji Haiku|talk]]|[[Special:Contributions/Kireji Haiku|contribs]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
||Encrypted Region-wide chat&lt;br /&gt;
|-&lt;br /&gt;
||[[ExplodingObjects]]&lt;br /&gt;
||[[User:Dale Innis|Dale Innis]]&lt;br /&gt;
||Causes an object (of the appropriate type) to explode on command.&lt;br /&gt;
|-&lt;br /&gt;
||[[FadeEasy]]&lt;br /&gt;
||[[User:Nika Rugani|Nika Rugani]]&lt;br /&gt;
||The easy way of fading objects in or out (Using llSetLinkAlpha)&lt;br /&gt;
|-&lt;br /&gt;
||[[FastConeSpread]]&lt;br /&gt;
||[[User:Nexii Malthus|Nexii Malthus]]&lt;br /&gt;
|| Fast Algorithmn to achieve cone spread, main use in weaponry systems.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:PixelProphet Lane/Scripts#Fast List Prim Contents|Fast List Prim Contents]]&lt;br /&gt;
||[[User:PixelProphet Lane|PixelProphet Lane]]&lt;br /&gt;
||Fast and efficient method to print Object Inventory (Name, Type and next Owner permissions)&lt;br /&gt;
|-&lt;br /&gt;
||[[Find Avatar Key|Find Avatar Key]]&lt;br /&gt;
||[[User:Huney Jewell|Huney Jewell]]&lt;br /&gt;
||Explores [[UUID]] of avatar whose name is said in local chat or who touches the prim.&lt;br /&gt;
|-&lt;br /&gt;
||[[First Name Letter Prize]]&lt;br /&gt;
||[[User:RaithSphere Whybrow|RaithSphere Whybrow]]&lt;br /&gt;
||Gives a prize if the person who sits on it&#039;s first letter of first name matches the random letter!&lt;br /&gt;
|-&lt;br /&gt;
||[[Fix Small Prims|Fix_Small_Prims]]&lt;br /&gt;
||[[User:Emma Nowhere|Emma Nowhere]]&lt;br /&gt;
||Finds and adjusts the smallest prims in a linkset so that it can be scaled down further.&lt;br /&gt;
|-&lt;br /&gt;
||[[Float2Hex]]&lt;br /&gt;
||[[User:Strife Onizuka|Strife Onizuka]]&lt;br /&gt;
||Very useful for transporting [[float|floats]].&lt;br /&gt;
|-&lt;br /&gt;
||[[Float Box Contents]]&lt;br /&gt;
||[[User:Rolig Loon|Rolig Loon]]&lt;br /&gt;
||Displays object inventory in hover text, identified by type and updated marquee-style.&lt;br /&gt;
|-&lt;br /&gt;
||[[Follower (script)|Follower]]&lt;br /&gt;
||Unknown, uploaded by [[User:Slik Swindlehurst|Slik Swindlehurst]]&lt;br /&gt;
||Makes an object follow the nearest person. Do not use for [[grief|griefing]].&lt;br /&gt;
|-&lt;br /&gt;
||[[GA Event Notifier]]&lt;br /&gt;
||[[User:Victor Hua|Victor Hua]]&lt;br /&gt;
||Gathers seven days event data from a Google calendar and display it through a simple interface. The lsl script can access several calendars at once through seperate php files. One file per calendar. Host the included php on your own web server.&lt;br /&gt;
|-&lt;br /&gt;
||[[Geometric|Geometric Library]]&lt;br /&gt;
||Community Project&lt;br /&gt;
||A substantial amount of various geometric functions for intersection and other purposes of 3D maths.&lt;br /&gt;
|-&lt;br /&gt;
||[[Get Profile Picture]]&lt;br /&gt;
||[[User:Valentine Foxdale|Valentine Foxdale]]&lt;br /&gt;
||Sets the texture of the object to profile picture of the person that touches ot&lt;br /&gt;
|-&lt;br /&gt;
||[[GetTimestampOffset]]&lt;br /&gt;
||[[User:Siann_Beck|Siann Beck]]&lt;br /&gt;
||Returns [[llGetTimestamp]]() with an hour offset.&lt;br /&gt;
|-&lt;br /&gt;
||[[Give InvItem every n hours]]&lt;br /&gt;
||[[User:Criz Collins|Criz Collins]]&lt;br /&gt;
||Will give an inventory item on touch only every n hours, even if somebody touches the object more than once. &lt;br /&gt;
|-&lt;br /&gt;
||[[Give random object]]&lt;br /&gt;
||[[User:Emmas Seetan|Emmas Seetan]]&lt;br /&gt;
||Touch to receive a random object in the prim&#039;s inventory&lt;br /&gt;
|-&lt;br /&gt;
||[[Google Charts]]&lt;br /&gt;
||[[User:Dedric Mauriac|Dedric Mauriac]]&lt;br /&gt;
||Create links to display raw data as a chart image.&lt;br /&gt;
|-&lt;br /&gt;
||[[Google_Translator]]&lt;br /&gt;
||[[User:Ugleh Ulrik|Ugleh Ulrik]]&lt;br /&gt;
||Translates spanish to english, and its simple to make it any other way.&lt;br /&gt;
|-&lt;br /&gt;
||[[Go transparent when walking]]&lt;br /&gt;
||[[User:Emmas Seetan|Emmas Seetan]]&lt;br /&gt;
||An attachment that goes invisible when you walk and visible when you don&#039;t walk.&lt;br /&gt;
|-&lt;br /&gt;
||[[Group Authorization]]&lt;br /&gt;
||[[User:Chase Quinnell|Chase Quinnell]]&lt;br /&gt;
||Checks to see if object is set to appropriate group (checks by [[Group key finder|group key]])&lt;br /&gt;
|-&lt;br /&gt;
||[[Group Information v1.0]]&lt;br /&gt;
||[[User:Tyrennic Rivera|Tyrennic Rivera]]&lt;br /&gt;
||When clicked the prim will show group information (set on the prim) from the official Second Life Search page.&lt;br /&gt;
|-&lt;br /&gt;
||[[Group key finder]]&lt;br /&gt;
||[[User:Emmas Seetan|Emmas Seetan]]&lt;br /&gt;
||Touch to find the key of the group&lt;br /&gt;
|-&lt;br /&gt;
||[[Group Privacy]]&lt;br /&gt;
||[[User:Chance Unknown|Chance Unknown]]&lt;br /&gt;
||Security device to insure members of a group can have a private area. Deactivates when nobody present.&lt;br /&gt;
|-&lt;br /&gt;
||[[Hello Avatar]]&lt;br /&gt;
||Linden Lab&lt;br /&gt;
||SL&#039;s default script.&lt;br /&gt;
|-&lt;br /&gt;
||[[Hello Avatar Companion]]&lt;br /&gt;
||[[Chase Quinnell]]&lt;br /&gt;
||Companion to the original [[Hello Avatar]] script&lt;br /&gt;
|-&lt;br /&gt;
||[[Hierarchics]]&lt;br /&gt;
||[[User:Nexii Malthus|Nexii Malthus]]&lt;br /&gt;
|| Advanced script to create an efficient self-aware hierarchic structure.&lt;br /&gt;
|-&lt;br /&gt;
||[[Hierarchics2]]&lt;br /&gt;
||[[User:Nexii Malthus|Nexii Malthus]]&lt;br /&gt;
|| Second generation, one script per object. Only two functions, can be embedded in others. Uses the new [[llSetLinkPrimitiveParamsFast]]/[[llGetLinkPrimitiveParams]] functions.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Rolig_Loon/High-Capacity_Greeter-Counter|High-Capacity Greeter-Counter]]&lt;br /&gt;
||[[User:Rolig Loon|Rolig Loon]]&lt;br /&gt;
||Uses a memory compression algorithm to store hashed visitor UUID&#039;s in a string instead of using a list. &lt;br /&gt;
|-&lt;br /&gt;
||[[Holodeck]]&lt;br /&gt;
||[[User:Revolution Perenti|Revolution Perenti]]&lt;br /&gt;
||Home Rezzing System (Open Source).&lt;br /&gt;
|-&lt;br /&gt;
||[[Interpolation|Interpolation Library]]&lt;br /&gt;
||[[User:Nexii_Malthus|Nexii Malthus]]&lt;br /&gt;
||A small set of interpolation functions.&lt;br /&gt;
|-&lt;br /&gt;
||[[Intra-Region Update Server]]&lt;br /&gt;
||[[User:Emma_Nowhere|Emma Nowhere]]&lt;br /&gt;
||Centrally update objects such as Freeview screens or teleport pads within a region that are configured by notecards or contain modifiable objects or media assets.&lt;br /&gt;
|-&lt;br /&gt;
||[[Inventory_Based_Menu]]&lt;br /&gt;
||[[User:Revolution Perenti|Revolution Perenti]]&lt;br /&gt;
||Inventory Based Menu System.&lt;br /&gt;
|-&lt;br /&gt;
||[[iTunes RPC Email|iTunes RPC]]&lt;br /&gt;
||[[User:Fox Diller|Fox Diller]]&lt;br /&gt;
||iTunes RPC via LSL [[llEmail]] and [[llRemoteDataReply]].&lt;br /&gt;
|-&lt;br /&gt;
||[[Kilt Editor|Kilt / Skirt Editor]]&lt;br /&gt;
||[[User:Brangus Weir|Brangus Weir]]&lt;br /&gt;
|| This changes all the parameters of all the flexis in the link set in one swell foop!&lt;br /&gt;
|-&lt;br /&gt;
||[[Key Pad Door|Keypad Door]]&lt;br /&gt;
||[[User:Tdub Dowler|Tdub Dowler]]&lt;br /&gt;
|| Door and keypad with changeable code. Follow instructions carefully!&lt;br /&gt;
|-&lt;br /&gt;
||[[Last Sound System]]&lt;br /&gt;
||[[User:Babbage Linden|Babbage Linden]]&lt;br /&gt;
||An LSL [http://Last.fm Last.fm] client.&lt;br /&gt;
|-&lt;br /&gt;
||[[LibraryDisplayLandScreenshot]]&lt;br /&gt;
||[[User:Jon Desmoulins|Jon Desmoulins]]&lt;br /&gt;
||A modified version of LibraryDisplayProfilePic using the new [[PARCEL_DETAILS_ID]] Implemented in Server v1.36&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Daemonika_Nightfire/Scripts/LinkNumber-List_in_llSetLinkPrimitiveParamsFast|LinkNumber-List_in_llSetLinkPrimitiveParamsFast]]&lt;br /&gt;
||[[User:Daemonika Nightfire|Daemonika Nightfire]]&lt;br /&gt;
||Changed several prims in linkset with the same parameters, with a list. Without separate llSetLinkPrimitiveParams for each prim. (ideal for show/hide effects)&lt;br /&gt;
|-&lt;br /&gt;
||[[Linkset resizer]]&lt;br /&gt;
||[[User:Maestro Linden|Maestro Linden]]&lt;br /&gt;
||Systematically rescales a linkset by moving and resizing each prim (by using [[llGetLinkPrimitiveParams]] and [[llSetLinkPrimitiveParamsFast]])&lt;br /&gt;
|-&lt;br /&gt;
||[[Linkset resizer with menu]]&lt;br /&gt;
||[[User:Brilliant Scientist|Brilliant Scientist]]&lt;br /&gt;
||A menu-driven script that rescales a linkset by moving and resizing the prims using [[llGetLinkPrimitiveParams]] and [[llSetLinkPrimitiveParamsFast]] functions. Based on [[Linkset resizer]].&lt;br /&gt;
|-&lt;br /&gt;
||[[Linkset Resizer 2]]&lt;br /&gt;
||[[User:Emma Nowhere|Emma Nowhere]]&lt;br /&gt;
||A more user-friendly resizer script designed for either drop-in use by the end-user or builder or for use in products. Based on [[Fix Small Prims]].&lt;br /&gt;
|-&lt;br /&gt;
||[[List2CSV]]&lt;br /&gt;
||[[User:Kunnis Basiat|Kunnis Basiat]]&lt;br /&gt;
||List2CSV &amp;amp; CSV2List that include preserving type and escaping characters.&lt;br /&gt;
|-&lt;br /&gt;
||[[list_cast]]&lt;br /&gt;
||[[User:Fractured Crystal|Fractured Crystal]]&lt;br /&gt;
||Casts a list of strings into the type they appear to be. Designed for preprocessing user input for feeding into [[llSetPrimitiveParams]]&lt;br /&gt;
|-&lt;br /&gt;
||[[Listener Script]]&lt;br /&gt;
||[[User:Emmas Seetan|Emmas Seetan]]&lt;br /&gt;
||Use to [[listen]] to other people&#039;s conversations (Like spying)&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Functions#List:_Find_Last_Index|List: Find Last Index]]&lt;br /&gt;
||[[User:Void Singer|Void Singer]]&lt;br /&gt;
||Returns the last index of searched item in a source list. (backwards version of [[llListFindList]])&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Functions#List:_Multi-Find_Index_.28First_or_Last.29|List: Multi Find]]&lt;br /&gt;
||[[User:Void Singer|Void Singer]]&lt;br /&gt;
||Returns the first found index of multiple search items in a list. (Multi-item version of [[llListFindList]]. Fwd and Rev versions included)&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Functions#List:_Get_Reverse_Order|List: Reverse]]&lt;br /&gt;
||[[User:Void Singer|Void Singer]]&lt;br /&gt;
||Returns an input List in reverse order&lt;br /&gt;
|-&lt;br /&gt;
||[[Load URL]]&lt;br /&gt;
||[[User:Emmas Seetan|Emmas Seetan]]&lt;br /&gt;
||Touch to get a dialog to visit the URL inside the script.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Kephra_Nurmi/lsDancemachine|lsDancemachine]]&lt;br /&gt;
||[[User:Kephra_Nurmi|Kephra Nurmi]]&lt;br /&gt;
|| Low lag client server dancemachine.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Kephra_Nurmi/lsDeejay|lsDeejay Home Edition]] &lt;br /&gt;
||[[User:Kephra_Nurmi|Kephra Nurmi]]&lt;br /&gt;
|| Client server media control for music, video, youtube, pictures, and texture animations.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Kephra_Nurmi/lsDialog|lsDialog]]&lt;br /&gt;
||[[User:Kephra_Nurmi|Kephra Nurmi]]&lt;br /&gt;
|| Universal notecard driven menu dialog system.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Kephra_Nurmi/lsDisplay|lsDisplay]]&lt;br /&gt;
||[[User:Kephra_Nurmi|Kephra Nurmi]]&lt;br /&gt;
|| Picture cycler with preloader.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Kephra_Nurmi/lsDistributor|lsDistributor]]&lt;br /&gt;
||[[User:Kephra_Nurmi|Kephra Nurmi]]&lt;br /&gt;
|| Simple &#039;try&#039; and &#039;buy&#039; vendor system.&lt;br /&gt;
|-&lt;br /&gt;
||[[LSL_languageAPI]]&lt;br /&gt;
||[[User:Gypsy paz|Gypsy Paz]]&lt;br /&gt;
||Multi-lingual API from notecard based language files&lt;br /&gt;
|-&lt;br /&gt;
||[[Mandelbrot Explorer]]&lt;br /&gt;
||[[User:Babbage Linden|Babbage Linden]]&lt;br /&gt;
||An interactive fractal explorer.&lt;br /&gt;
|-&lt;br /&gt;
||[[Materialization Effects]]&lt;br /&gt;
||[[User:Overbrain Unplugged|Overbrain Unplugged]]&lt;br /&gt;
|| Special effects to add to rezzing events to simulate a teleportation or materialization.&lt;br /&gt;
|-&lt;br /&gt;
||[[Merge Sort]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||Implements a Merge Sort in LSL, however this code is 300(ish) times slower than [[llListSort]]. Don&#039;t use this in a script!&lt;br /&gt;
|-&lt;br /&gt;
||[[Minesweeper]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||A simple minesweeper game.&lt;br /&gt;
|-&lt;br /&gt;
||[[Morse Code]]&lt;br /&gt;
||{{User|Bobbyb30 Swashbuckler}}&lt;br /&gt;
||A script that allows for the conversion to and from morse code and can &amp;quot;play&amp;quot; morse code.&lt;br /&gt;
|-&lt;br /&gt;
||[[Multi-displays Texture Cycler]]&lt;br /&gt;
||[[User:Nargus Asturias|Nargus Asturias]]&lt;br /&gt;
||A simple texture rotator designed for multiple display screens. With delay between each screen AND delay between each loop.&lt;br /&gt;
|-&lt;br /&gt;
||[[Multi Item Rezzer|Multi Item Rezzer]]&lt;br /&gt;
||[[User:Jesse Barnett|Jesse Barnett]]&lt;br /&gt;
||A rework of my old High Altitude Rezzer. Place the objects that you wish to choose from to be rezzed inside. Sit on the rezzer and pick the item and the height. It will go to target height and rez the object.&lt;br /&gt;
|-&lt;br /&gt;
||[[Multirezzer|Multirezzer (on collision)]]&lt;br /&gt;
||[[User:Beet Streeter|Beet Streeter]]&lt;br /&gt;
||Spawns up to 10 objects when the object containing the script collides with a user.&lt;br /&gt;
|-&lt;br /&gt;
||[[Name2Key in LSL]]&lt;br /&gt;
||[[User:Maeva Anatine|Maeva Anatine]]&lt;br /&gt;
||Get the Name2Key feature inside your scripts. Works even on lastly subscribed avatars.&lt;br /&gt;
|-&lt;br /&gt;
||[[No Auto-Return]]&lt;br /&gt;
||[[User:Bellla Clarity|Bella Clarity]]&lt;br /&gt;
||To stop your long and hard builds from getting returned in sandboxes (&#039;&#039;only single prims, though!&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
||[[No Auto-Return NR]]&lt;br /&gt;
||[[User:Jor3l Boa|Jor3l Boa]]&lt;br /&gt;
||This really works (29-05-09), needs a nearby region to do the trick and avoid auto return. (Tested on Blue and Rausch)&lt;br /&gt;
|-&lt;br /&gt;
||[[No Auto-Return (Multi)]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||A revision of Bella&#039;s that works for multi-prim objects.&lt;br /&gt;
|-&lt;br /&gt;
||[[No Limit Teleporter]]&lt;br /&gt;
||[[User:Morgam Biedermann|Morgam Biedermann]]&lt;br /&gt;
||Teleport to infinite altitudes (up to 4096m)&lt;br /&gt;
|-&lt;br /&gt;
||[[Object Size]]&lt;br /&gt;
||[[User:Chase Quinnell|Chase Quinnell]]&lt;br /&gt;
||Gets the dimensions and footprint of a linkset&lt;br /&gt;
|-&lt;br /&gt;
||[[Object to Data v1.3|Object to Data]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||Turns an object into text (and back). Allows people to transfer objects through notecards (or otherwise).&lt;br /&gt;
|-&lt;br /&gt;
||[[Online Indicator|Online Indicator]]&lt;br /&gt;
||[[User:Kristy Fanshaw|Kristy Fanshaw]]&lt;br /&gt;
||Will show if the user is online or not. Displays users profile picture and allows to send IM&#039;s to user. Also gives a link to open the users profile&lt;br /&gt;
|-&lt;br /&gt;
||[[Open Group Join]]&lt;br /&gt;
||[[User:Alicia Stella|Alicia Stella]]&lt;br /&gt;
||User Touches Object to Join Group from Group Info window, (no bot.)&lt;br /&gt;
|-&lt;br /&gt;
||[[Open Zyngo Skin Installer]]&lt;br /&gt;
||[[User:Tmzasz Luminos|Tmzasz Luminos]]&lt;br /&gt;
||A Simple Script designed to install skins on the popular Skill machines.&lt;br /&gt;
|-&lt;br /&gt;
||[[One Script, many doors]]&lt;br /&gt;
||[[User:Kyrah Abattoir|Kyrah Abattoir]]&lt;br /&gt;
||Door script able to manage more than 50 linked doors from a single script instance.&lt;br /&gt;
|-&lt;br /&gt;
||[[ParseString2List]]&lt;br /&gt;
||[[User:Strife Onizuka|Strife Onizuka]]&lt;br /&gt;
||Same as [[llParseString2List]] and [[llParseStringKeepNulls]], but not limited to 8 spacers or separators. Thus substitute a call to the [[llParseString2List]] and [[llParseStringKeepNulls]] functions by a call to [[Parse_String_To_List|ParseString2List]] whenever you have more than 8 separators or more than 8 spacers.&lt;br /&gt;
|-&lt;br /&gt;
||[[Password Generator]]&lt;br /&gt;
||[[User:Syntrax Canucci|Syntrax Canucci]]&lt;br /&gt;
||This is an over-complicated, semi-complex password generator, which goes through multiple steps.&lt;br /&gt;
|-&lt;br /&gt;
||[[Pathfinder]]&lt;br /&gt;
||[[User:Babbage Linden|Babbage Linden]]&lt;br /&gt;
||A potential field based pathfinding library.&lt;br /&gt;
|-&lt;br /&gt;
||[[Phantom Child]]&lt;br /&gt;
||[[User:Aeron Kohime|Aeron Kohime]]&lt;br /&gt;
||Causes a child in a link set to become phantom without the entire object becoming phantom.&lt;br /&gt;
|-&lt;br /&gt;
||[[PhysicsLib]]&lt;br /&gt;
||[[User:Nexii Malthus|Nexii Malthus]]&lt;br /&gt;
|| Interesting set of fun physics functions.&lt;br /&gt;
|-&lt;br /&gt;
||[[Play and Loop Sound]]&lt;br /&gt;
||[[User:Bellla Clarity|Bella Clarity]]&lt;br /&gt;
||Very short and simple script; plays and loops a sound in an object.&lt;br /&gt;
|-&lt;br /&gt;
||[[Posing stand|Posing Stand]]&lt;br /&gt;
||[[User:Bellla Clarity|Bella Clarity]]&lt;br /&gt;
||Just a pose script to edit [[attachments]] more easily.&lt;br /&gt;
|-&lt;br /&gt;
||[[PosJump]]&lt;br /&gt;
||[[User:Uchi Desmoulins|Uchi Desmoulins]]&lt;br /&gt;
||A much more efficient alternative to the popular [[warpPos]] function for bypassing 10m distance-moved limitations.&lt;br /&gt;
|-&lt;br /&gt;
||[[Prefix Calculator]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
|| A calculator that evaluates expressions in prefix notation. &lt;br /&gt;
&amp;lt;code&amp;gt;+ 3 4 = 5. * + 1 2 + 3 4 = 14.&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||[[Progress Bar]]&lt;br /&gt;
||[[User:Nexii Malthus|Nexii Malthus]]&lt;br /&gt;
|| Flexible and powerful little function for creating progress bars useful in hovertext.&lt;br /&gt;
|-&lt;br /&gt;
||[[Pseudo-random Number Generator]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||Generates a Pseudo-random number between -0x7FFFFFFF and 0x7FFFFFFF&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Rolig_Loon/Quiz_From_Notecard|Quiz From Notecard]]&lt;br /&gt;
||[[User:Rolig Loon|Rolig Loon]]&lt;br /&gt;
||A multiple-choice testing script that reads questions and answer choices from a notecard and presents them in dialog boxes.&lt;br /&gt;
|-&lt;br /&gt;
||[[Rainbow_palette]]&lt;br /&gt;
||[[User:Rui Clary|Rui Clary]]&lt;br /&gt;
||Build a color picker, using only one prim, and a few lines of code.&lt;br /&gt;
|-&lt;br /&gt;
||[[Random AV Profile Projector]]&lt;br /&gt;
||[[User:Debbie Trilling|Debbie Trilling]]&lt;br /&gt;
||Randomly selects an AV from a crowd &amp;amp; then projects their profile picture as a &#039;holographic&#039; image &lt;br /&gt;
|-&lt;br /&gt;
||[[Random Object Vendor]]&lt;br /&gt;
||[[User:CodeBastard Redgrave|CodeBastard Redgrave]]&lt;br /&gt;
||Simple vendor that gives out random objects when paid the right amount &lt;br /&gt;
|-&lt;br /&gt;
||[[Random Password Generator]]&lt;br /&gt;
||[[User:Jor3l Boa|Jor3l Boa]]&lt;br /&gt;
||Generate Random passwords based on String Length.&lt;br /&gt;
|-&lt;br /&gt;
||[[RavText]]&lt;br /&gt;
||[[User:Ravenous Dingo|Ravenous Dingo]]&lt;br /&gt;
||An alternate to XyText.  This is a lightweight, multiple font 10 character text display system.  It only supports uppercase alphanumeric text and a few special characters, but it is very fast, renders quickly and supports multiple fonts. It is meant for specialized use when all that is desired is basic, fast text display and the extra &amp;quot;bells and whistles&amp;quot; are not needed.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:PixelProphet Lane/Scripts#Real Object Inventory To Dialog|Real Object Inventory To Dialog]]&lt;br /&gt;
||[[User:PixelProphet Lane|PixelProphet Lane]]&lt;br /&gt;
||Display any amount of items contained in an Object in a Dialog, regardless of item name length.&lt;br /&gt;
|-&lt;br /&gt;
||[[RentalBoxv1|Rental Box, Simply]]&lt;br /&gt;
||[[User:Sendao Goodman|Sendao Goodman]]&lt;br /&gt;
||Simple explanation of how to make rental boxes.&lt;br /&gt;
|-&lt;br /&gt;
||[[Rental Cube]]&lt;br /&gt;
||[[User:Hank Ramos|Hank Ramos]]&lt;br /&gt;
||Simple cube for renting out a space.&lt;br /&gt;
|-&lt;br /&gt;
||[[Remote Texture Loader]]&lt;br /&gt;
||{{User|Bobbyb30 Swashbuckler}}&lt;br /&gt;
||A set of scripts for remotely loading textures within a sim. This means that a single &amp;quot;texture server&amp;quot; can manage multiple changing billboards within a sim.&lt;br /&gt;
|-&lt;br /&gt;
||[[Say Region Frames Per Second|Region Frames Per Second]]&lt;br /&gt;
||[[User:Heymeriou Mystakidou|Heymariou Mystakidou]]&lt;br /&gt;
|| Says the region name and frames per second out loud on command.&lt;br /&gt;
|-&lt;br /&gt;
||[[sbDialog]]&lt;br /&gt;
||[[User:Siann_Beck|Siann Beck]]&lt;br /&gt;
||A simple replacement function for [[llDialog]]. It re-orders the button list so that the button values, as passed to it, display left-to-right, top-to-bottom. It also opens a [[llListen|listen]] on the specified channel, and returns the handle.&lt;br /&gt;
|-&lt;br /&gt;
||[[Scheduler]]&lt;br /&gt;
||[[User:Haravikk Mistral|Haravikk Mistral]]&lt;br /&gt;
||Schedule multiple events using a single script timer&lt;br /&gt;
|-&lt;br /&gt;
||[[Scheme_Interpreter|Scheme Interpreter]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||A scheme interpreter capable of handling most scheme expressions, including lambda and lists.&lt;br /&gt;
|-&lt;br /&gt;
||[[Script Override Functions]]&lt;br /&gt;
||[[User:Revolution Perenti|Revolution Perenti]]&lt;br /&gt;
||bypass default strings, integer etc in chat channel.&lt;br /&gt;
|-&lt;br /&gt;
||[[Scripted Attachment Detector.lsl|Scripted Attachment Detector]]&lt;br /&gt;
||{{User|Bobbyb30 Swashbuckler}}&lt;br /&gt;
||A script that will display avatars wearing scripted attatchments in hovertext. This may be worn as an hud or rezzed. &lt;br /&gt;
|-&lt;br /&gt;
||[[Self Upgrading Script Enhanced]]&lt;br /&gt;
||[[User:Cron Stardust|Cron Stardust]]&lt;br /&gt;
||Keeps only latest version of the script on prim (even with multiple adds of the same script!)&lt;br /&gt;
|-&lt;br /&gt;
||[[Sensor Visualizer]]&lt;br /&gt;
||[[User:Cerise Sorbet|Cerise Sorbet]]&lt;br /&gt;
||Shows the size and shape you get with [[llSensor]] range and arc parameters&lt;br /&gt;
|-&lt;br /&gt;
||[[Serverless Key Exchange]]&lt;br /&gt;
||[[User:Sendao Goodman|Sendao Goodman]]&lt;br /&gt;
||Maintains a network of object keys without using an external server.&lt;br /&gt;
|-&lt;br /&gt;
||[[SHA1|SHA1 Hash]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||Preforms a SHA1 Hash on an input text. Similar to MD5 only (slightly) more secure. &lt;br /&gt;
|-&lt;br /&gt;
||[[Sim Map Particle Projector]]&lt;br /&gt;
||[[User:Jesse Barnett|Jesse Barnett]]&lt;br /&gt;
||Displays a floating map of the sim the script is in.&lt;br /&gt;
|-&lt;br /&gt;
||[[Sim Restart Logger]]&lt;br /&gt;
||[[User:Kyrah Abattoir|Kyrah Abattoir]]&lt;br /&gt;
||Counts region restarts and displays log of last 9 restarts together with region FPS and dilation. &lt;br /&gt;
|-&lt;br /&gt;
||[[Simple Elevator in a Box]]&lt;br /&gt;
||[[User:Hank Ramos|Hank Ramos]]&lt;br /&gt;
||Simple elevator example.&lt;br /&gt;
|-&lt;br /&gt;
||[[Skillingo AntiHack Script]]&lt;br /&gt;
||[[User:Tmzasz Luminos|Tmzasz Luminos]]&lt;br /&gt;
||A simple Protection script for skillingo thats modifyable to work with other machines.&lt;br /&gt;
|-&lt;br /&gt;
||[[Skunk Money]]&lt;br /&gt;
||[[User:Hank Ramos|Hank Ramos]]&lt;br /&gt;
||Fun gambling machine of yesteryear, which only supports freeplay now due to SL regulations against gambling. &lt;br /&gt;
|-&lt;br /&gt;
||[[SLateIt]]&lt;br /&gt;
||[[User:Babbage Linden|Babbage Linden]]&lt;br /&gt;
||An augmented virtual reality HUD.&lt;br /&gt;
|-&lt;br /&gt;
||[[SLetanque]]&lt;br /&gt;
||[[User:Babbage Linden|Babbage Linden]]&lt;br /&gt;
||An LSL petanque game.&lt;br /&gt;
|-&lt;br /&gt;
||[[SLURL HUD]]&lt;br /&gt;
||[[User:CodeBastard Redgrave|CodeBastard Redgrave]]&lt;br /&gt;
||Touch this HUD to get a SLURL through IM, email and floating text.&lt;br /&gt;
|-&lt;br /&gt;
||[[BuildSlurl (NewAge)]]&lt;br /&gt;
||[[User:Archile Azalee|Archile Azalee]]&lt;br /&gt;
||A way to create a SLurl in a single function BuildSlurl&lt;br /&gt;
|-&lt;br /&gt;
||[[SL Mail V1.2]]&lt;br /&gt;
||[[User:Flennan Roffo|Flennan Roffo]]&lt;br /&gt;
||Second Life mail client V1.2 (released sept&#039;07). Send and receive mail from within Second Life from and to any address. With Address Book function and many chat commands. V1.3 is upcoming soon! &lt;br /&gt;
|-&lt;br /&gt;
||[[SL_NTPoHTTP_v1.1_client|SL NTPoHTTP client]]&lt;br /&gt;
|[[User:SignpostMarv Martin|SignpostMarv Martin]]&lt;br /&gt;
||Second Life Needs Time Parsing over Hyper Text Transfer Protocol&lt;br /&gt;
Emulates the function of [[llGetWallclock]] for any timezone by using SLOpenID&#039;s SLNTPoHTTP service. Also supports ISO 8601 and RFC 2822 timestamps. Script is dependent upon an external service operated by the author!&lt;br /&gt;
|-&lt;br /&gt;
||[[Smooth Rotating Door]]&lt;br /&gt;
|[[User:Toy Wylie|Toy Wylie]]&lt;br /&gt;
||A script for doors that open and close smoothly using llTargetOmega&lt;br /&gt;
|-&lt;br /&gt;
||[[Smooth Sliding Door]]&lt;br /&gt;
|[[User:SimonT Quinnell|SimonT Quinnell]]&lt;br /&gt;
||A script for sliding doors that open and close smoothly using [[llMoveToTarget]]. Asjusts for prim orientation.&lt;br /&gt;
|-&lt;br /&gt;
||[[Speed Tester]]&lt;br /&gt;
||{{User|Bobbyb30 Swashbuckler}}&lt;br /&gt;
||Similar to the [[Efficiency Tester]], this script allows you to test the speed of a particular function or snippet with multiple trials giving min/max/avg/median and the standard deviation.&lt;br /&gt;
|-&lt;br /&gt;
||[[Spiral Staircase Generator]]&lt;br /&gt;
|[[User:Meyermagic Salome|Meyermagic Salome]]&lt;br /&gt;
||Generates nice looking spiral staircases without much hassle.&lt;br /&gt;
|-&lt;br /&gt;
||[[Static URL&#039;s for HTTP-In Service|Static_URLs]]&lt;br /&gt;
||[[User:Jor3l Boa|Jor3l Boa]]&lt;br /&gt;
||How to generate a static url for HTTP-In temporal limitations.&lt;br /&gt;
|-&lt;br /&gt;
||[[String Compare]]&lt;br /&gt;
||[[User:Xaviar Czervik|Xaviar Czervik]]&lt;br /&gt;
||Compares two strings and reliably returns either 1, -1, or 0 if they are the same.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Functions#String:_Find_Last_Index|String: Reverse]]&lt;br /&gt;
||[[User:Void Singer|Void Singer]]&lt;br /&gt;
||Returns an input string in reverse order&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Functions#String:_Get_Reverse_Order|String: Last Index]]&lt;br /&gt;
||[[User:Void Singer|Void Singer]]&lt;br /&gt;
||Returns the last index of search found in string (the backward equivalent of [[llSubStringIndex]])&lt;br /&gt;
|-&lt;br /&gt;
||[[Tail Messages (NewAge)]]&lt;br /&gt;
||[[User:Asia Snowfall|Asia Snowfall]]&lt;br /&gt;
||A super nice easy to use script for those non-scripters out there! NewAge coding has done it again where you no longer need to scroll up and down adding buttons and adding messages, Features a tag system (you&#039;ll see what i mean :P)&lt;br /&gt;
|-&lt;br /&gt;
||[[Teleport HUD]]&lt;br /&gt;
||[[User:Jesse Barnett|Jesse Barnett]]&lt;br /&gt;
||WORKS TO 4096 METERS!! Very user friendly teleport HUD. Add destinations by touching &amp;quot;Add&amp;quot; &amp;amp; naming destination in chat. Automatically gets sim name and coordinates. Will only display the destinations in the sim you are currently in. Demonstrates more advanced list manipulation and stride functions.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Programs#v7-D_Enh._Landmark-2-Map|Teleporter (landmark based)]]&lt;br /&gt;
||[[User:Void_Singer|Void_Singer]]&lt;br /&gt;
||Uses Landmarks to offer map teleports. Works as Hud or inworld objects, just drop in landmarks and go.&lt;br /&gt;
|-&lt;br /&gt;
||[[Text_Scroller|Text Scroller]]&lt;br /&gt;
||[[User:Fred_Gandt|Fred Gandt]]&lt;br /&gt;
||A simple text display object that scrolls text (applied as a texture) from right to left (like &#039;&#039;those&#039;&#039; LED signs) in a continuous loop.&lt;br /&gt;
|-&lt;br /&gt;
||[[Bobbyb&#039;s texture changer|Texture Changers]]&lt;br /&gt;
||{{User|Bobbyb30 Swashbuckler}}&lt;br /&gt;
||A collection of texture changing scripts.&lt;br /&gt;
|-&lt;br /&gt;
||[[Texture Menu Management|Texture Management]]&lt;br /&gt;
||[[User:Revolution Perenti|Revolution Perenti]]&lt;br /&gt;
||Dialog Menu based Texture Selection.&lt;br /&gt;
|-&lt;br /&gt;
||[[Tic Tac Toe]]&lt;br /&gt;
||[[User:CG Linden|CG Linden]]&lt;br /&gt;
||Step by step demo on how to implement a larger scripting project&lt;br /&gt;
|-&lt;br /&gt;
||[[TightList]]&lt;br /&gt;
||[[User:Strife Onizuka|Revolution Perenti]]&lt;br /&gt;
||Tight List is a family of functions for encoding lists as strings and then decoding them back into lists.&lt;br /&gt;
There are two flavors: TightList and TightListType. TightListType preserves types and uses a 6 char header, while TightList uses a 1 char header that doesn&#039;t preserve type. &lt;br /&gt;
|-&lt;br /&gt;
||[[Timer Module]]&lt;br /&gt;
||[[User:Isabelle Aquitaine|Isabelle Aquitaine]]&lt;br /&gt;
||Manage multiple timers via linked messages.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Functions#Unix_time_code_to_list_format|Timestamp:&amp;lt;br&amp;gt;Unix time code to list format]]&lt;br /&gt;
||[[User:Void Singer|Void Singer]]&lt;br /&gt;
||converts Unix timestamps to their [Y, M, D, h, m, s] equivalents (ex: 1234567890 to [2009, 2, 13, 3, 31, 30])&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Functions#List_format_to_Unix_time_code.|Timestamp:&amp;lt;br&amp;gt;List format to Unix time code]]&lt;br /&gt;
||[[User:Void Singer|Void Singer]]&lt;br /&gt;
||converts [Y, M, D, h, m, s] timestamps to their Unix equivalents (ex: [2009, 2, 13, 3, 31, 30] to 1234567890)&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Functions#Weekday_from_Unix_timestamp|Timestamp:&amp;lt;br&amp;gt;Weekday from Unix timestamp]]&lt;br /&gt;
||[[User:Void Singer|Void Singer]]&lt;br /&gt;
||Gets weekday from Unix timestamps (ex: &amp;quot;Friday&amp;quot; from 1234567890)&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Functions#Weekday_from_.28_Y.2C_M.2C_D_.29_format|Timestamp:&amp;lt;br&amp;gt;Weekday from (Y, M, D) format]]&lt;br /&gt;
||[[User:Void Singer|Void Singer]]&lt;br /&gt;
||Gets weekday from (Y, M, D) timestamps (ex: &amp;quot;Friday&amp;quot; from (2009, 2, 13))&lt;br /&gt;
|-&lt;br /&gt;
||[[Touch A Quote]]&lt;br /&gt;
||[[User:CodeBastard Redgrave|CodeBastard Redgrave]]&lt;br /&gt;
||Touch an object to read quotes sequentially from a notecard&lt;br /&gt;
|-&lt;br /&gt;
||[[Touring Balloon]]&lt;br /&gt;
||[[User:Hank Ramos|Hank Ramos]]&lt;br /&gt;
||Automated touring balloon with many options from long ago.  Always seems to work on one SL release, and not the other.&lt;br /&gt;
|-&lt;br /&gt;
||[[Under Age Boot]]&lt;br /&gt;
|[[User:Chance Unknown|Chance Unknown]]&lt;br /&gt;
||Security device example to teleport home accounts below a minimum age limit; can be useful in combating free griefer accounts.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Rolig_Loon/UNDO_PosRot|UNDO_PosRot]]&lt;br /&gt;
||[[User:Rolig Loon|Rolig Loon]]&lt;br /&gt;
||Allows user to undo position and rotation changes that have been made &amp;quot;manually&amp;quot; to any or all prims in a linkset.&lt;br /&gt;
|-&lt;br /&gt;
||[[Universal Translator]]&lt;br /&gt;
|[[User:Hank Ramos|Hank Ramos]]&lt;br /&gt;
||Chat listener that handles seamless translation of public chat between 50+ written languages without the need for configuration.  Handles numerous avatars, auto-detects languages, and works together with multiple copies of translators to spread-workload using a sophisticated back-end communications sub-system.&lt;br /&gt;
|-&lt;br /&gt;
||[[Unix2DateTime]]&lt;br /&gt;
|[[User:Flennan Roffo|Flennan Roffo]]&lt;br /&gt;
||Conversion from Unix time ([[llGetUnixTime]]()) to date and time string and vice versa.&lt;br /&gt;
|-&lt;br /&gt;
||[[Unmutable Descript Nagger]]&lt;br /&gt;
|[[User:Bobbyb30 Zohari|Bobbyb30 Zohari]]&lt;br /&gt;
||To nag avatars to take off their scripted attatchments.&lt;br /&gt;
|-&lt;br /&gt;
||[[Unpacker On Rez (NewAge)]]&lt;br /&gt;
|[[User:Asia Snowfall|Asia Snowfall]]&lt;br /&gt;
||A very simple to use script for all you creators out there, This script will enable you to send out boxed items and make it easier for users to unpack, Also features auto die on completion. Very simple to configure!&lt;br /&gt;
|-&lt;br /&gt;
||[[Unpacker On Touch (NewAge)]]&lt;br /&gt;
|[[User:Asia Snowfall|Asia Snowfall]]&lt;br /&gt;
||Exactly like Unpacker On Rez, But changed some things about to make it Unpack On Touch&lt;br /&gt;
|-&lt;br /&gt;
||[[Update distributor]]&lt;br /&gt;
|[[User:Dale Innis|Dale Innis]]&lt;br /&gt;
||Distribute an object (like a project update) to a list of people named in a notecard.&lt;br /&gt;
|-&lt;br /&gt;
||[[UUID2Channel]]&lt;br /&gt;
||[[User:Project Neox|Project Neox]]&lt;br /&gt;
||Optimised version of the original key2channel generators.&lt;br /&gt;
|-&lt;br /&gt;
||[[UUID Song Generator]]&lt;br /&gt;
||{{User|Sendao Goodman}}&lt;br /&gt;
||Translates a UUID into a simple song and plays it.&lt;br /&gt;
|-&lt;br /&gt;
||[[VirtualID_URLMap|VirtualID URL Mapper for HTTP-in]]&lt;br /&gt;
|[[User:Cenji Neutra|Cenji Neutra]]&lt;br /&gt;
||A script showing how to setup a static URL of the form &amp;lt;your-alias&amp;gt;.obj.virtualid.info which maps to the dynamic HTTP-in URL LSL generates and keeps it up-to-date.&lt;br /&gt;
|-&lt;br /&gt;
||[[User:Void_Singer/Programs#v7-D_Advanced_Visitor_Greeter|Visitor Greeter]]&lt;br /&gt;
|[[User:Void_Singer|Void_Singer]]&lt;br /&gt;
||Reduced spam visitor greeter, highly configurable, easy to modify.&lt;br /&gt;
|-&lt;br /&gt;
||[[Visitor Logger (Web/Basic) ]]&lt;br /&gt;
|[[User:Buddy Sprocket|Buddy Sprocket]]&lt;br /&gt;
||A very basic visitor logger - log visitors in SL to a text file on your web-site.&lt;br /&gt;
|-&lt;br /&gt;
||[[Vote Simple]]&lt;br /&gt;
|[[User:JB_Kraft|JB Kraft]]&lt;br /&gt;
||Simple vote collector. One avi, one vote.&lt;br /&gt;
|-&lt;br /&gt;
||[[Walking Sound (NewAge)]]&lt;br /&gt;
|[[User:Asia Snowfall|Asia Snowfall]]&lt;br /&gt;
||Very powerful walking sound script, Featuring customer ability to add their own sounds with the API Sound Feature!&lt;br /&gt;
|-&lt;br /&gt;
||[[WarpPos]]&lt;br /&gt;
|[[User:Keknehv Psaltery|Keknehv Psaltery]]&lt;br /&gt;
||Non-physical movement without the 10m limit.&lt;br /&gt;
|-&lt;br /&gt;
||[[Wiki3DBuilder]] [[Wiki3DBuilder1.0]]&lt;br /&gt;
||[[User:Salahzar Stenvaag|Salahzar Stenvaag]] &lt;br /&gt;
||Allows a group of people to collectively build up complex 3D mindmaps with connected concepts. Uses particles for connections and low prim usage. Nodes can be textured, colored, changed form size moved collectively by everybody and can distribute notecards, landmarks, URL, objects, textures. I provide two version 0.1 and 1.0 and probably next version will communicate with moodle and sloodle external websites.&lt;br /&gt;
|-&lt;br /&gt;
||[[Window Control]]&lt;br /&gt;
||[[User:Emmas Seetan|Emmas Seetan]]&lt;br /&gt;
||For window opacity, helpful for buildings.&lt;br /&gt;
|-&lt;br /&gt;
||[[WHMcs SecondLife plugin]]&lt;br /&gt;
|[[User:Alicia Sautereau|Alicia Sautereau]]&lt;br /&gt;
||Linden Dollar payment plugin for the WHMcs hosting portal.&lt;br /&gt;
|-&lt;br /&gt;
||[[XTEA Strong Encryption Implementation]]&lt;br /&gt;
||[[User:Morse Dillon|Morse Dillon]]&lt;br /&gt;
||An LSL implementation of XTEA (eXtended Tiny Encryption Algorithm).  This is the first known public release of a &#039;real&#039; strong encryption implementation in LSL and is released under the GNU General Public License (GPL).&lt;br /&gt;
|-&lt;br /&gt;
||[[XyText 1.5|XyText]]&lt;br /&gt;
||[[User:Xylor Baysklef|Xylor Baysklef]]&lt;br /&gt;
|| Display text (up to 10 characters) on a prim. Use as many prims as desired.&lt;br /&gt;
|-&lt;br /&gt;
||[[XyyyyzText|XyyyyzText]]&lt;br /&gt;
||[[User:Criz Collins|Criz Collins]]&lt;br /&gt;
|| Display text (up to 10 characters) on a prim. Displays different text for each line instead of one single text, that will be broken into the next lines. Watch here for what that means: http://screencast.com/t/1wMLujLcEO&lt;br /&gt;
|-&lt;br /&gt;
||[[XyzzyText|XyzzyText]]&lt;br /&gt;
||[[User:Thraxis Epsilon|Thraxis Epsilon]] and [[User:Gigs Taggart|Gigs Taggart]]&lt;br /&gt;
|| Display text (up to 10 characters) on a prim. Way more efficient than XyText.&lt;br /&gt;
|-&lt;br /&gt;
||[[Youtube TV]]&lt;br /&gt;
||[[User:Morgam Biedermann|Morgam Biedermann]]&lt;br /&gt;
||Watch your favorite Youtube videos / auto set the texture to the parcel media texture.&lt;br /&gt;
|-&lt;br /&gt;
||[[Zero Lag Poseball]]&lt;br /&gt;
||[[User:Jippen Faddoul|Jippen Faddoul]] and [[User:Daemonika Nightfire|Daemonika Nightfire]]&lt;br /&gt;
||A simple poseball with no lag&lt;br /&gt;
|-&lt;br /&gt;
||[[Input number of seconds, get a string back that shows days, hours, minutes, seconds]]&lt;br /&gt;
||[[User:Fire Centaur|Fire Centaur]]&lt;br /&gt;
||Returns a string that displays days, hours, seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Support Script Library==&lt;br /&gt;
These are scripts in other languages, intended to be run on other systems that support scripts written in LSL&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; {{Prettytable}}&lt;br /&gt;
|- {{Hl2}}&lt;br /&gt;
! &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Creator&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| [[User:Ina Centaur/UUID/calimg.api|Calendar Image UUID API]]&lt;br /&gt;
|| [[User:Ina Centaur|Ina Centaur]]&lt;br /&gt;
|| API that gives the UUID of an image of a calendar image give month and year arguments.&lt;br /&gt;
|-&lt;br /&gt;
||[[HTTP Post request to a PHP server]]&lt;br /&gt;
||[[User:Corto Maltese|Corto Maltese]]&lt;br /&gt;
|| This small library allows you to make simple POST requests to your website. The libraries allow you to get your request through the variable $_POST on the server. It also include a basic security mechanism aimed to stop hacking. Comprises of LSL client script and PHP server script.&lt;br /&gt;
|-&lt;br /&gt;
|| [[User:Ina Centaur/PHP/k2n.php|Key2Name.php]]&lt;br /&gt;
|| [[User:Ina Centaur|Ina Centaur]]&lt;br /&gt;
|| Get Avatar&#039;s Name using Second Life search service. (like in LSL Key2Name)&lt;br /&gt;
|-&lt;br /&gt;
|| [[Lame_Object_DNS_and_Cross_Sim_Messaging|Lame Object DNS and Cross Sim Messaging]]&lt;br /&gt;
|| [[User:Liandra Ceawlin|Liandra Ceawlin]]&lt;br /&gt;
|| Simple, cheeseball method of doing cross-sim communications with http-in and an external object DNS service.&lt;br /&gt;
|-&lt;br /&gt;
|| [[User:SignpostMarv Martin/PHP/llXorBase64StringsCorrect|llXorBase64StringsCorrect]]&lt;br /&gt;
|| [[User:SignpostMarv Martin|SignpostMarv Martin]]&lt;br /&gt;
|| An implementation of [[llXorBase64StringsCorrect]] in PHP- should be useful if you&#039;re using llXorBase64StringsCorrect to do cryptography work in LSL2 and posting it out to the web via [[llHTTPRequest]].&lt;br /&gt;
|-&lt;br /&gt;
|| [[User:SignpostMarv Martin/PHP/lsl fu.php|lsl_fu.php]]&lt;br /&gt;
|| [[User:SignpostMarv Martin|SignpostMarv Martin]]&lt;br /&gt;
|| A basic OOP&#039;d PHP Class containing VeloxSeverine&#039;s $_POST fixer and Marv&#039;s own eccentric ideas for &amp;quot;fixing&amp;quot; things.&lt;br /&gt;
|-&lt;br /&gt;
|| [[User:Jor3l Boa/PHP/n2k.php|Name2Key.php]]&lt;br /&gt;
|| [[User:Jor3l Boa|Jor3l Boa]]&lt;br /&gt;
|| Get Avatar&#039;s UUID using Second Life search service. (like in LSL Name2Key)&lt;br /&gt;
|-&lt;br /&gt;
|| [[Public_Object_DNS|Public Object DNS]]&lt;br /&gt;
|| [[User:Liandra Ceawlin|Liandra Ceawlin]]&lt;br /&gt;
|| Public object DNS-like system running on GAE, for http-in. Hopefully scalable enough for wide-spread usage.&lt;br /&gt;
|-&lt;br /&gt;
|| Silo&lt;br /&gt;
|| [[User:Zero_Linden|Zero Linden]]&lt;br /&gt;
|| General purpose data store in PHP.  Use this to persist arbitrary data from LSL via [[llHTTPRequest]].  See:&lt;br /&gt;
* [http://www.notabene-sl.com/misc/silo-README.txt README] file&lt;br /&gt;
* [http://www.notabene-sl.com/misc/silo.tgz silo.tgz] tarball&lt;br /&gt;
* forum post [http://forums-archive.secondlife.com/54/69/119570/1.html Announcement].&lt;br /&gt;
|-&lt;br /&gt;
||[[Silverday ObjectDNS]]&lt;br /&gt;
||[[User:Till Stirling|Till Stirling]]&lt;br /&gt;
||Dynamic Object-DNS-System to provide dynamic mapping of LSL-URLs to persistent domains. Features include redirect service, password protected domains, write protected domains, LSL-API for all necessary functions, optional web-interface.&lt;br /&gt;
|-&lt;br /&gt;
|| [http://aubretec.com/products/sldb SLDB]&lt;br /&gt;
|| [[User:Luc Aubret|Luc Aubret]]&lt;br /&gt;
|| Flexible web database storage using PHP/MySQL.  Used to store per-user field/value pairs from in-world objects using [[llHTTPRequest]]. &lt;br /&gt;
* [http://aubretec.com/support/manuals/sldbkit/ Implementation Guide]&lt;br /&gt;
* [http://aubretec.com/wp-content/uploads/2009/05/sldb.zip Download] (.zip, 12kb)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Articles&#039;&#039;&#039;&lt;br /&gt;
*[[:Category:LSL Examples| Examples]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LSLC|}}&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=909892</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=909892"/>
		<updated>2010-05-10T22:09:48Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: /* Themed Military Roleplay Combat Areas using LLCS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life &amp;lt;!-- We really don&#039;t need to start the article off by advertising a sim * , like New Jessie, * --&amp;gt;are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
&lt;br /&gt;
*The built-in Linden Lab Combat System (LLCS)&lt;br /&gt;
*User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.&lt;br /&gt;
&lt;br /&gt;
There are several ways to defeat the LLCS. The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.&lt;br /&gt;
&lt;br /&gt;
To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.&lt;br /&gt;
&lt;br /&gt;
*Agent is not sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
*Agent is sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can NOT be killed by a non-physical object.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let&#039;s check them out.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie%20Combat/240/251/303/  New Jessie SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.  Full prim and currently undergoing a major rebuild, New Jessie is the premier sim for conventional combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Combat Core===&lt;br /&gt;
&lt;br /&gt;
Do or Die ?&lt;br /&gt;
 &lt;br /&gt;
This SIM is full of danger.Combat (sandbox) Core  (wipa 60min) LLCS damage.&lt;br /&gt;
&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20Core/128/128/28  Combat Core Safe Zone SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Combat Core is a free combat sandbox that allows you to utilize varioius weapons to fight other combatants.&lt;br /&gt;
There is no unnecessary obstacles and object, which makes movement in Combat Core smooth and relatively lag free.&lt;br /&gt;
At Combat Core, you may also make your own weapon, and use them during combat. If  you join the &amp;quot;Core Combat Crew&amp;quot; group at the front of the central tower, you will have access to home setting. &lt;br /&gt;
This will allow you to eliminate the time which must be used to TP from your home to the combat sandbox if you get killed.&lt;br /&gt;
All are free to join the &amp;quot;Core Combat Crew&amp;quot; group. Enjoy exciting and efficient combat simulation at Combat Core!&lt;br /&gt;
&lt;br /&gt;
===Public LLCS combat areas===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.  Anything is allowed here, so you&#039;re very likely to be killed before you know what hit you - although it also means you can kill others the same way.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Themed Military Roleplay Combat Areas using LLCS===&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Badnarik/172/163/22  Merczateers HQ(Badnarik) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo Imperialis HQ(Titan) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLurl]&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/Silver%20Side%20Bay/128/128/26  Gravity Zero Public Combat(Silver Side Bay) SLurl]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are [http://www.dcs2.org DCS] [http://www.bnjrps.com RPS]&#039;, &#039;CCS&#039; &#039;RCS &#039;TCS&#039;, &#039;[http://www.rpcombat.com RPCS]&#039;, &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, [http://BNWCS.org BNWCS], &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;, [http://www.urcs.info URCS] and HCS.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Offsim Bots&lt;br /&gt;
*The Phantom Glitch&lt;br /&gt;
&lt;br /&gt;
Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.&lt;br /&gt;
&lt;br /&gt;
Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.&lt;br /&gt;
&lt;br /&gt;
The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and &amp;quot;killprims&amp;quot; can&#039;t collide with you, making you invincible.&lt;br /&gt;
&lt;br /&gt;
Note that many role-play areas disallow some defensive items.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person with joh in their name being killed instantly. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* See also [http://swrp.wikia.com/wiki/Combat_System Combat Systems explained in the Wikia Wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=909882</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=909882"/>
		<updated>2010-05-10T22:09:24Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: /* Themed Military Roleplay Combat Areas using LLCS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life &amp;lt;!-- We really don&#039;t need to start the article off by advertising a sim * , like New Jessie, * --&amp;gt;are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
&lt;br /&gt;
*The built-in Linden Lab Combat System (LLCS)&lt;br /&gt;
*User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.&lt;br /&gt;
&lt;br /&gt;
There are several ways to defeat the LLCS. The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.&lt;br /&gt;
&lt;br /&gt;
To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.&lt;br /&gt;
&lt;br /&gt;
*Agent is not sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
*Agent is sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can NOT be killed by a non-physical object.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let&#039;s check them out.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie%20Combat/240/251/303/  New Jessie SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.  Full prim and currently undergoing a major rebuild, New Jessie is the premier sim for conventional combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Combat Core===&lt;br /&gt;
&lt;br /&gt;
Do or Die ?&lt;br /&gt;
 &lt;br /&gt;
This SIM is full of danger.Combat (sandbox) Core  (wipa 60min) LLCS damage.&lt;br /&gt;
&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20Core/128/128/28  Combat Core Safe Zone SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Combat Core is a free combat sandbox that allows you to utilize varioius weapons to fight other combatants.&lt;br /&gt;
There is no unnecessary obstacles and object, which makes movement in Combat Core smooth and relatively lag free.&lt;br /&gt;
At Combat Core, you may also make your own weapon, and use them during combat. If  you join the &amp;quot;Core Combat Crew&amp;quot; group at the front of the central tower, you will have access to home setting. &lt;br /&gt;
This will allow you to eliminate the time which must be used to TP from your home to the combat sandbox if you get killed.&lt;br /&gt;
All are free to join the &amp;quot;Core Combat Crew&amp;quot; group. Enjoy exciting and efficient combat simulation at Combat Core!&lt;br /&gt;
&lt;br /&gt;
===Public LLCS combat areas===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.  Anything is allowed here, so you&#039;re very likely to be killed before you know what hit you - although it also means you can kill others the same way.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Themed Military Roleplay Combat Areas using LLCS===&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Badnarik/172/163/22  Merczateers HQ(Badnarik) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo Imperialis HQ(Titan) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLurl]&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/Silver%20Side%20Bay/128/128/26  Gravity Zero Public Combat(Silver Side Bay) SLurl]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are [http://www.dcs2.org DCS] [http://www.bnjrps.com RPS]&#039;, &#039;CCS&#039; &#039;RCS &#039;TCS&#039;, &#039;[http://www.rpcombat.com RPCS]&#039;, &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, [http://BNWCS.org BNWCS], &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;, [http://www.urcs.info URCS] and HCS.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Offsim Bots&lt;br /&gt;
*The Phantom Glitch&lt;br /&gt;
&lt;br /&gt;
Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.&lt;br /&gt;
&lt;br /&gt;
Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.&lt;br /&gt;
&lt;br /&gt;
The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and &amp;quot;killprims&amp;quot; can&#039;t collide with you, making you invincible.&lt;br /&gt;
&lt;br /&gt;
Note that many role-play areas disallow some defensive items.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person with joh in their name being killed instantly. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* See also [http://swrp.wikia.com/wiki/Combat_System Combat Systems explained in the Wikia Wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=909872</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=909872"/>
		<updated>2010-05-10T22:07:12Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: /* Public LLCS combat areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life &amp;lt;!-- We really don&#039;t need to start the article off by advertising a sim * , like New Jessie, * --&amp;gt;are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
&lt;br /&gt;
*The built-in Linden Lab Combat System (LLCS)&lt;br /&gt;
*User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.&lt;br /&gt;
&lt;br /&gt;
There are several ways to defeat the LLCS. The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.&lt;br /&gt;
&lt;br /&gt;
To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.&lt;br /&gt;
&lt;br /&gt;
*Agent is not sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
*Agent is sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can NOT be killed by a non-physical object.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let&#039;s check them out.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie%20Combat/240/251/303/  New Jessie SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.  Full prim and currently undergoing a major rebuild, New Jessie is the premier sim for conventional combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Combat Core===&lt;br /&gt;
&lt;br /&gt;
Do or Die ?&lt;br /&gt;
 &lt;br /&gt;
This SIM is full of danger.Combat (sandbox) Core  (wipa 60min) LLCS damage.&lt;br /&gt;
&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20Core/128/128/28  Combat Core Safe Zone SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Combat Core is a free combat sandbox that allows you to utilize varioius weapons to fight other combatants.&lt;br /&gt;
There is no unnecessary obstacles and object, which makes movement in Combat Core smooth and relatively lag free.&lt;br /&gt;
At Combat Core, you may also make your own weapon, and use them during combat. If  you join the &amp;quot;Core Combat Crew&amp;quot; group at the front of the central tower, you will have access to home setting. &lt;br /&gt;
This will allow you to eliminate the time which must be used to TP from your home to the combat sandbox if you get killed.&lt;br /&gt;
All are free to join the &amp;quot;Core Combat Crew&amp;quot; group. Enjoy exciting and efficient combat simulation at Combat Core!&lt;br /&gt;
&lt;br /&gt;
===Public LLCS combat areas===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.  Anything is allowed here, so you&#039;re very likely to be killed before you know what hit you - although it also means you can kill others the same way.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Themed Military Roleplay Combat Areas using LLCS===&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Badnarik/172/163/22  Merczateers HQ(Badnarik) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLurl] &lt;br /&gt;
*[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLurl] &lt;br /&gt;
*[http://slurl.com/secondlife/San%20Andreas/67/151/40  Rathium HQ(San Andreas) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Silver%20Side%20Bay/128/128/26  Gravity Zero Public Combat(Silver Side Bay) SLurl]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are [http://www.dcs2.org DCS] [http://www.bnjrps.com RPS]&#039;, &#039;CCS&#039; &#039;RCS &#039;TCS&#039;, &#039;[http://www.rpcombat.com RPCS]&#039;, &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, [http://BNWCS.org BNWCS], &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;, [http://www.urcs.info URCS] and HCS.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Offsim Bots&lt;br /&gt;
*The Phantom Glitch&lt;br /&gt;
&lt;br /&gt;
Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.&lt;br /&gt;
&lt;br /&gt;
Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.&lt;br /&gt;
&lt;br /&gt;
The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and &amp;quot;killprims&amp;quot; can&#039;t collide with you, making you invincible.&lt;br /&gt;
&lt;br /&gt;
Note that many role-play areas disallow some defensive items.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person with joh in their name being killed instantly. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* See also [http://swrp.wikia.com/wiki/Combat_System Combat Systems explained in the Wikia Wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=909862</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=909862"/>
		<updated>2010-05-10T22:05:38Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: /* Public LLCS combat areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life &amp;lt;!-- We really don&#039;t need to start the article off by advertising a sim * , like New Jessie, * --&amp;gt;are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
&lt;br /&gt;
*The built-in Linden Lab Combat System (LLCS)&lt;br /&gt;
*User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.&lt;br /&gt;
&lt;br /&gt;
There are several ways to defeat the LLCS. The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.&lt;br /&gt;
&lt;br /&gt;
To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.&lt;br /&gt;
&lt;br /&gt;
*Agent is not sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
*Agent is sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can NOT be killed by a non-physical object.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let&#039;s check them out.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie%20Combat/240/251/303/  New Jessie SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.  Full prim and currently undergoing a major rebuild, New Jessie is the premier sim for conventional combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Combat Core===&lt;br /&gt;
&lt;br /&gt;
Do or Die ?&lt;br /&gt;
 &lt;br /&gt;
This SIM is full of danger.Combat (sandbox) Core  (wipa 60min) LLCS damage.&lt;br /&gt;
&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20Core/128/128/28  Combat Core Safe Zone SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Combat Core is a free combat sandbox that allows you to utilize varioius weapons to fight other combatants.&lt;br /&gt;
There is no unnecessary obstacles and object, which makes movement in Combat Core smooth and relatively lag free.&lt;br /&gt;
At Combat Core, you may also make your own weapon, and use them during combat. If  you join the &amp;quot;Core Combat Crew&amp;quot; group at the front of the central tower, you will have access to home setting. &lt;br /&gt;
This will allow you to eliminate the time which must be used to TP from your home to the combat sandbox if you get killed.&lt;br /&gt;
All are free to join the &amp;quot;Core Combat Crew&amp;quot; group. Enjoy exciting and efficient combat simulation at Combat Core!&lt;br /&gt;
&lt;br /&gt;
===Public LLCS combat areas===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.  Anything is allowed here, so you&#039;re very likely to be killed before you know what hit you - although it also means you can kill others the same way.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLurl]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/Combat%20Core/160/68/34  Combat Core Safe Zone SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Badnarik/172/163/22  Merczateers HQ(Badnarik) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLurl] &lt;br /&gt;
*[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLurl] &lt;br /&gt;
*[http://slurl.com/secondlife/San%20Andreas/67/151/40  Rathium HQ(San Andreas) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Silver%20Side%20Bay/128/128/26  Gravity Zero Public Combat(Silver Side Bay) SLurl]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are [http://www.dcs2.org DCS] [http://www.bnjrps.com RPS]&#039;, &#039;CCS&#039; &#039;RCS &#039;TCS&#039;, &#039;[http://www.rpcombat.com RPCS]&#039;, &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, [http://BNWCS.org BNWCS], &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;, [http://www.urcs.info URCS] and HCS.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Offsim Bots&lt;br /&gt;
*The Phantom Glitch&lt;br /&gt;
&lt;br /&gt;
Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.&lt;br /&gt;
&lt;br /&gt;
Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.&lt;br /&gt;
&lt;br /&gt;
The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and &amp;quot;killprims&amp;quot; can&#039;t collide with you, making you invincible.&lt;br /&gt;
&lt;br /&gt;
Note that many role-play areas disallow some defensive items.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person with joh in their name being killed instantly. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* See also [http://swrp.wikia.com/wiki/Combat_System Combat Systems explained in the Wikia Wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=909852</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=909852"/>
		<updated>2010-05-10T22:05:04Z</updated>

		<summary type="html">&lt;p&gt;Overbrain Unplugged: /* Public LLCS combat areas */ updated Merczateers hub point&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life &amp;lt;!-- We really don&#039;t need to start the article off by advertising a sim * , like New Jessie, * --&amp;gt;are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
&lt;br /&gt;
*The built-in Linden Lab Combat System (LLCS)&lt;br /&gt;
*User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.&lt;br /&gt;
&lt;br /&gt;
There are several ways to defeat the LLCS. The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.&lt;br /&gt;
&lt;br /&gt;
To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.&lt;br /&gt;
&lt;br /&gt;
*Agent is not sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
*Agent is sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can NOT be killed by a non-physical object.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let&#039;s check them out.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie%20Combat/240/251/303/  New Jessie SLurl]&lt;br /&gt;
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[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
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New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.  Full prim and currently undergoing a major rebuild, New Jessie is the premier sim for conventional combat in Second Life.&lt;br /&gt;
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===Combat Core===&lt;br /&gt;
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Do or Die ?&lt;br /&gt;
 &lt;br /&gt;
This SIM is full of danger.Combat (sandbox) Core  (wipa 60min) LLCS damage.&lt;br /&gt;
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You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
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[http://slurl.com/secondlife/Combat%20Core/128/128/28  Combat Core Safe Zone SLurl]&lt;br /&gt;
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[[Image:Core_logo02.jpg]]&lt;br /&gt;
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Combat Core is a free combat sandbox that allows you to utilize varioius weapons to fight other combatants.&lt;br /&gt;
There is no unnecessary obstacles and object, which makes movement in Combat Core smooth and relatively lag free.&lt;br /&gt;
At Combat Core, you may also make your own weapon, and use them during combat. If  you join the &amp;quot;Core Combat Crew&amp;quot; group at the front of the central tower, you will have access to home setting. &lt;br /&gt;
This will allow you to eliminate the time which must be used to TP from your home to the combat sandbox if you get killed.&lt;br /&gt;
All are free to join the &amp;quot;Core Combat Crew&amp;quot; group. Enjoy exciting and efficient combat simulation at Combat Core!&lt;br /&gt;
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===Public LLCS combat areas===&lt;br /&gt;
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Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
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The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.  Anything is allowed here, so you&#039;re very likely to be killed before you know what hit you - although it also means you can kill others the same way.&lt;br /&gt;
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The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
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[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLurl]&lt;br /&gt;
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[[Image:CombatBases.jpg]]&lt;br /&gt;
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There are also many other regions &amp;amp; groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:&lt;br /&gt;
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*[http://slurl.com/secondlife/Combat%20Core/160/68/34  Combat Core Safe Zone SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Badnarik/172/163/22  Merczateers HQ(Badnarik) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLurl] &lt;br /&gt;
*[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLurl] &lt;br /&gt;
*[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/San%20Andreas/67/151/40  Rathium HQ(San Andreas) SLurl]&lt;br /&gt;
*[http://slurl.com/secondlife/Silver%20Side%20Bay/128/128/26  Gravity Zero Public Combat(Silver Side Bay) SLurl]&lt;br /&gt;
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== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
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User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
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This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
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These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
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When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
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It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
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A Few Notable User Created Combat Systems are [http://www.dcs2.org DCS] [http://www.bnjrps.com RPS]&#039;, &#039;CCS&#039; &#039;RCS &#039;TCS&#039;, &#039;[http://www.rpcombat.com RPCS]&#039;, &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, [http://BNWCS.org BNWCS], &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;, [http://www.urcs.info URCS] and HCS.&lt;br /&gt;
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Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
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== Engagement ==&lt;br /&gt;
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In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
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When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
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=== Weaponry ===&lt;br /&gt;
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There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
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*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
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For more information, see [[Weapon]].&lt;br /&gt;
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=== Combat Vehicles ===&lt;br /&gt;
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Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
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=== Defense ===&lt;br /&gt;
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Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
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*Shields&lt;br /&gt;
*Offsim Bots&lt;br /&gt;
*The Phantom Glitch&lt;br /&gt;
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Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.&lt;br /&gt;
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Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.&lt;br /&gt;
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The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and &amp;quot;killprims&amp;quot; can&#039;t collide with you, making you invincible.&lt;br /&gt;
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Note that many role-play areas disallow some defensive items.&lt;br /&gt;
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== Non-Lethal Warfare ==&lt;br /&gt;
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There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
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*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
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While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
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In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
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If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.&lt;br /&gt;
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== Advanced Weapons ==&lt;br /&gt;
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The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person with joh in their name being killed instantly. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
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Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
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== Related Links ==&lt;br /&gt;
* See also [http://swrp.wikia.com/wiki/Combat_System Combat Systems explained in the Wikia Wiki]&lt;br /&gt;
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[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Overbrain Unplugged</name></author>
	</entry>
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