Difference between revisions of "User:Nexii Malthus/SLMC"
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! width="10%" | '''Creator''' | ! width="10%" | '''Creator''' | ||
! class="unsortable" | '''Description''' | ! class="unsortable" | '''Description''' | ||
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|| [[User:Nexii_Malthus/SLMC/Damageable_Objects|How to make a damageable object with health]] | |||
|| {{User|Nexii_Malthus|Nexii Malthus}} | |||
|| [WIP] Making objects have health systems and processing damage | |||
|- | |- | ||
|| [[User:Nexii_Malthus/SLMC/Combat_Vehicles|Getting started on Combat Vehicles]] | || [[User:Nexii_Malthus/SLMC/Combat_Vehicles|Getting started on Combat Vehicles]] | ||
|| {{User|Nexii_Malthus|Nexii Malthus}} | || {{User|Nexii_Malthus|Nexii Malthus}} | ||
|| [WIP] Guide to getting started on scripting combat vehicles | || [WIP] Guide to getting started on scripting combat vehicles | ||
|- | |||
|| [[User:Nexii_Malthus/SLMC/Tank|How to make a Tank]] | |||
|| {{User|Nexii_Malthus|Nexii Malthus}} | |||
|| [WIP] Guide to scripting a tank piloted by one person | |||
|- | |||
|| [[User:Nexii_Malthus/SLMC/Crewed_Vehicles|How to make a Crewed Vehicle]] | |||
|| {{User|Nexii_Malthus|Nexii Malthus}} | |||
|| [WIP] Guide to scripting vehicles that can be controlled by multiple people | |||
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|| [[User:Nexii_Malthus/SLMC/Multi-legged_Mechs|How to make a Multi-legged Mech]] | || [[User:Nexii_Malthus/SLMC/Multi-legged_Mechs|How to make a Multi-legged Mech]] | ||
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|| [WIP] Guide to scripting mechs with multiple legs | || [WIP] Guide to scripting mechs with multiple legs | ||
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|| [[User:Nexii_Malthus/SLMC/Firearms|Scripting an attachment | || [[User:Nexii_Malthus/SLMC/Firearms|Scripting an attachment Weapon]] | ||
|| {{User|Nexii_Malthus|Nexii Malthus}} | || {{User|Nexii_Malthus|Nexii Malthus}} | ||
|| [WIP] Guide to scripting an | || [WIP] Guide to scripting a firearm such as an assault rifle | ||
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|| [https://leveldesignbook.com/ Level Design Book] | || [https://leveldesignbook.com/ Level Design Book] | ||
|| | || Volunteers | ||
|| Excellent guide on the Art of Level Design from professionals, but importantly beyond design of a level itself also touches on weapons, gear acquisition, progression, game balance, fine tuning, time-to-kill, etc. Highly recommended reading. | || Excellent guide on the Art of Level Design from professionals, but importantly beyond design of a level itself also touches on weapons, gear acquisition, progression, game balance, fine tuning, time-to-kill, etc. Highly recommended reading. | ||
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|| [WIP] Scripting objective systems | || [WIP] Scripting objective systems | ||
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|| [[User:Nexii_Malthus/SLMC/Interactables|Scripting interactive | || [[User:Nexii_Malthus/SLMC/Interactables|Scripting interactive objects in a level]] | ||
|| {{User|Nexii_Malthus|Nexii Malthus}} | || {{User|Nexii_Malthus|Nexii Malthus}} | ||
|| [WIP] All about scripting interactive objects part of making level design feel more than a fancy backdrop. Elevators, gates, damageable gates, gates that can be blown up, doors, damageable doors, doors that can be blown up, damageable buildings, buildings that can be blown up, explosive barrels, health pickups, health pickups that-- | || [WIP] All about scripting interactive objects part of making level design feel more than a fancy backdrop. Elevators, gates, damageable gates, gates that can be blown up, doors, damageable doors, doors that can be blown up, damageable buildings, buildings that can be blown up, explosive barrels, health pickups, health pickups that-- | ||
|- | |||
|| [[User:Nexii_Malthus/SLMC/Respawn|Respawn Systems]] | |||
|| {{User|Nexii_Malthus|Nexii Malthus}} | |||
|| [WIP] Scripting respawn systems, where agents should respawn on death | |||
|- | |||
|| [[User:Nexii_Malthus/SLMC/Combat_Log|Processing Combat Logs]] | |||
|| {{User|Nexii_Malthus|Nexii Malthus}} | |||
|| [WIP] Guide to processing combat logs and what we can understand from them | |||
|- | |||
|} | |} |
Latest revision as of 03:51, 16 August 2024
The Second Life Military Community is a loose collection of different organised groups that offer membership for combat equipment, theme, a region homebase to defend, and a community to socialise with. SLMC Groups are called Militaries.
Militaries are run like a player base combined with game developers which you can apply to join. These groups have their own armory of equipment provided to their members. Equipment offered may be HUDs, ranged weapons, melee weapons, vehicles, movement enhancers (jetpacks, rolldive), etc.
Militaries often engage in raids against others by launching a group attack on another's base. In the past combat would often be spontaneous without warning, however as activity has diminished and things have changed the etiquette is now to ask the defenders on the sim that you wish to attack solo or raid as a group. Also usually they will have an object on the sim near the hub or spawn that allows you to ping their discord to an upcoming raid.
A military may offer a universal HUD to their members that helps unify common equipment and provide key functionality part of their typical combat, such as deployables (barricades, interceptors, ...), throwables (such as grenades), consumables, and movement enhancers (like a rolldive). They may also feature a private chat channel for communications, which can be used for teamwork or an OIC to manage the combat session.
Before Combat2 it was standard practice to use Listen Based Armor (LBA) for vehicles, deployable equipment and other damageable objects. However Combat2 introduces object-based health which scripts can use instead which has numerous advantages.
Scripts
Name | Creator | Description |
---|---|---|
Listen Based Armor v2 | Dread Hudson | LBA is an old armor system (object-based health) that the SLMC has used for years. LBA predates Combat2 and is therefore looking to be phased out as new armories start to implement object-based health instead |
Combat 2 Armor (C2A) | Thunder Rahja | C2A is a new armor script that provides backwards compatibility to LBA v2 by converting LBA damage over. It also carries over the design philosophy of LBA in using armour points to describe the health (where 100 health = 1 armour point) |
LLCS2 Armor | Nexii Malthus | Object-based health script that emphasises on performance and flexibility. Backwards compat with LBA. Supports customisation via REZ_PARAM_STRING. Heavily commented script. |
Object-based Health | Nexii Malthus | The simplest object-based health script you can make, to demonstrate how the functionality works |
Guides
Name | Creator | Description |
---|---|---|
How to make a damageable object with health | Nexii Malthus | [WIP] Making objects have health systems and processing damage |
Getting started on Combat Vehicles | Nexii Malthus | [WIP] Guide to getting started on scripting combat vehicles |
How to make a Tank | Nexii Malthus | [WIP] Guide to scripting a tank piloted by one person |
How to make a Crewed Vehicle | Nexii Malthus | [WIP] Guide to scripting vehicles that can be controlled by multiple people |
How to make a Multi-legged Mech | Nexii Malthus | [WIP] Guide to scripting mechs with multiple legs |
Scripting an attachment Weapon | Nexii Malthus | [WIP] Guide to scripting a firearm such as an assault rifle |
Level Design Book | Volunteers | Excellent guide on the Art of Level Design from professionals, but importantly beyond design of a level itself also touches on weapons, gear acquisition, progression, game balance, fine tuning, time-to-kill, etc. Highly recommended reading. |
Scripting an objectives system | Nexii Malthus | [WIP] Scripting objective systems |
Scripting interactive objects in a level | Nexii Malthus | [WIP] All about scripting interactive objects part of making level design feel more than a fancy backdrop. Elevators, gates, damageable gates, gates that can be blown up, doors, damageable doors, doors that can be blown up, damageable buildings, buildings that can be blown up, explosive barrels, health pickups, health pickups that-- |
Respawn Systems | Nexii Malthus | [WIP] Scripting respawn systems, where agents should respawn on death |
Processing Combat Logs | Nexii Malthus | [WIP] Guide to processing combat logs and what we can understand from them |