Difference between revisions of "User:Nexii Malthus/SLMC/Combat Vehicles"
< User:Nexii Malthus | SLMC
Jump to navigation
Jump to search
(Mark as stub) |
|||
(One intermediate revision by the same user not shown) | |||
Line 1: | Line 1: | ||
{{LSL Header|ml=*}} __NOTOC__ | |||
{{Stub}} | |||
Outline | Outline | ||
Line 11: | Line 13: | ||
** It's possible to devise your own physics or non-physics based movement system | ** It's possible to devise your own physics or non-physics based movement system | ||
** I've been working on [[User:Nexii_Malthus/SLMC/Multi-legged_Mechs|non-physical multi-legged mechs that use raycasting]] for longer than llCastRay has existed, so in that tutorial I'll go over how to make one yourself | ** I've been working on [[User:Nexii_Malthus/SLMC/Multi-legged_Mechs|non-physical multi-legged mechs that use raycasting]] for longer than llCastRay has existed, so in that tutorial I'll go over how to make one yourself | ||
* Setting SIT_FLAG_NO_DAMAGE on sit targets to prevent your vehicle crew from getting damaged | * Setting SIT_FLAG_NO_DAMAGE on sit targets to prevent your vehicle crew from getting damaged and killed | ||
** On vehicle death you may choose to kill the crew via llDamage | |||
* Object-based health system, usually referred to as an armor system | * Object-based health system, usually referred to as an armor system | ||
* Weapons or equipment if you want to turn it into an armed vehicle | * Weapons or equipment if you want to turn it into an armed vehicle | ||
** For a weapon you want to follow similar approach as to making an [[User:Nexii_Malthus/SLMC/Firearms|attachment weapon]], with a main script that manages the weapon and user controls as well as rezzer(s) depending on the firerate | ** For a weapon you want to follow similar approach as to making an [[User:Nexii_Malthus/SLMC/Firearms|attachment weapon]], with a main script that manages the weapon and user controls as well as rezzer(s) depending on the firerate | ||
** In addition you may want to do prim animation in the case of a turret or pivot gun so that it rotates and aims per intentions of the driver or gunner | ** In addition you may want to do prim animation in the case of a turret or pivot gun so that it rotates and aims per intentions of the driver or gunner |
Latest revision as of 21:54, 11 August 2024
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
This article has been classified as a stub, you can help the Second Life Wiki by expanding this article and adding more information.
Outline
- Introduction to Combat Vehicles
- What a combat vehicle needs
What you need for a combat vehicle:
- A movement engine
- Most usually use the Linden Vehicle system, you can follow the normal tutorial on that and/or see this list of opensource vehicle scripts
- It's possible to devise your own physics or non-physics based movement system
- I've been working on non-physical multi-legged mechs that use raycasting for longer than llCastRay has existed, so in that tutorial I'll go over how to make one yourself
- Setting SIT_FLAG_NO_DAMAGE on sit targets to prevent your vehicle crew from getting damaged and killed
- On vehicle death you may choose to kill the crew via llDamage
- Object-based health system, usually referred to as an armor system
- Weapons or equipment if you want to turn it into an armed vehicle
- For a weapon you want to follow similar approach as to making an attachment weapon, with a main script that manages the weapon and user controls as well as rezzer(s) depending on the firerate
- In addition you may want to do prim animation in the case of a turret or pivot gun so that it rotates and aims per intentions of the driver or gunner