Difference between revisions of "LSL Protocol/Restrained Love Open Relay Group/vision"

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m (Fixed parameters to be consistent with rest of page in NOTE)
 
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== !x-vision ==   
== !x-vision ==   


''Implemented in THINK KINK's tkPBA v30k and above, in Dominatech Relay 2.1, in Dahlia's multirelay and in Satomi's Multi-Relay 1.03b2''
''Implemented in DEM RLV Relay HUD, in Dominatech Relay 2.1, in Dahlia's multirelay and in Satomi's Multi-Relay 1.03b2''


; Description : meta command to control what the victim can see while under restraint. This will allow a full range of vision control of the victim. Full blindness, partial, color, textures, etc..
; Description : meta command to control what the victim can see while under restraint. This will allow a full range of vision control of the victim. Full blindness, partial, color, textures, etc.. It's not clear that there's a need for this any more since the @setoverlay command provides most of the functionality. The only thing the relay version allows is for different devices to stack their overlays.
; Implementation : using a small microprim that hides on the back of our RelayHUD, we can expand and texture this to control the sight of the victim. Put them in a dark cell, they go blind. Or in a forcefield change the color, make it partially transparant, put up a texture, etc. We are/will also be using this as a "MouseLook" enforcer to punish a victim when they won't stay in mouselook (get out of mouselook, go totally blind). Currently being implemented in devices from THINK KINK.
; Implementation : using a small microprim that hides on the back of our RelayHUD, we can expand and texture this to control the sight of the victim. Put them in a dark cell, they go blind. Or in a forcefield change the color, make it partially transparant, put up a texture, etc. We are/will also be using this as a "MouseLook" enforcer to punish a victim when they won't stay in mouselook (get out of mouselook, go totally blind). Currently being implemented in devices from THINK KINK.
; Syntax : '''!x-vision/(color)/(alpha)/(texture)/(repeats)/(offsets)/(rotation)'''
; Syntax : '''!x-vision/(color)/(alpha)/(texture)/(repeats)/(offsets)/(rotation)'''
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; Discussion
; Discussion
Although this feature has been extensively discussed elsewhere, that discussion was unnecessarily contentious and is not repeated here.
Although this feature has been extensively discussed elsewhere, that discussion was unnecessarily contentious and is not repeated here.
Recommend deprecating this functionality

Latest revision as of 18:00, 25 November 2024

!x-vision

Implemented in DEM RLV Relay HUD, in Dominatech Relay 2.1, in Dahlia's multirelay and in Satomi's Multi-Relay 1.03b2

Description
meta command to control what the victim can see while under restraint. This will allow a full range of vision control of the victim. Full blindness, partial, color, textures, etc.. It's not clear that there's a need for this any more since the @setoverlay command provides most of the functionality. The only thing the relay version allows is for different devices to stack their overlays.
Implementation
using a small microprim that hides on the back of our RelayHUD, we can expand and texture this to control the sight of the victim. Put them in a dark cell, they go blind. Or in a forcefield change the color, make it partially transparant, put up a texture, etc. We are/will also be using this as a "MouseLook" enforcer to punish a victim when they won't stay in mouselook (get out of mouselook, go totally blind). Currently being implemented in devices from THINK KINK.
Syntax
!x-vision/(color)/(alpha)/(texture)/(repeats)/(offsets)/(rotation)
!x-vision/clear
(color) = color for the HUD covering prim in RGB format <r'g'b> 0-255 (NOTE: the ' is the seperator instead of , to avoid parsing issues with the rest of the RLV command string)
(alpha) = % transparent to make the HUD prim cover (in alpha format 0.0-1.0)
(texture) = UUID for a texture to apply to the prim
(repeats) = x/y repeats for the texture, same format as the texture tab on an prim 1.0'1.0
(offsets) = x/y offsets for the texture, same format as the texture tab on an prim 0.0'0.0
(rotation) = rotation of the texture
SPECIAL ENTRY, any of the parameters can be replaced with "*" for 'do not change existing value'
NOTE: the 'default' value of the HUD prim is 100% transparent, white, TEXTURE_BLANK. ie. !vision/<255'255'255>/0.0/TEXTURE_BLANK/1.0'1.0/0.0'0.0
if all you want to do is 'blind' someone, then !vision/<0'0'0>/1.0/*/*/*/*
The second form clears the vision restriction set.


Examples
Total blackout "!x-vision/<0'0'0>/1.0/TEXTURE_BLANK/1.0'1.0/0.0'0.0/0.0
Light fog "!x-vision/<128'128'128>/0.5/TEXTURE_BLANK/1.0'1.0/0.0'0.0/0.0"
In a plywood box no matter where they look "!x-vision/<255'255'255>/1.0/TEXTURE_PLYWOOD/1.0'1.0/0.0'0.0"
Discussion

Although this feature has been extensively discussed elsewhere, that discussion was unnecessarily contentious and is not repeated here.

Recommend deprecating this functionality