Difference between revisions of "User:Nexii Malthus/SLMC"

From Second Life Wiki
Jump to navigation Jump to search
 
(5 intermediate revisions by the same user not shown)
Line 41: Line 41:
! width="10%" | '''Creator'''
! width="10%" | '''Creator'''
! class="unsortable" | '''Description'''
! class="unsortable" | '''Description'''
|-
|| [[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]]
Line 46: Line 50:
|| [WIP] Guide to getting started on scripting combat vehicles
|| [WIP] Guide to getting started on scripting combat vehicles
|-
|-
|| [[User:Nexii_Malthus/SLMC/Main_Battle_Tank|How to make a Main Battle Tank]]
|| [[User:Nexii_Malthus/SLMC/Tank|How to make a Tank]]
|| {{User|Nexii_Malthus|Nexii Malthus}}
|| {{User|Nexii_Malthus|Nexii Malthus}}
|| [WIP] Guide to scripting a tank
|| [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
|-
|-
|| [[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]]
Line 54: Line 62:
|| [WIP] Guide to scripting mechs with multiple legs
|| [WIP] Guide to scripting mechs with multiple legs
|-
|-
|| [[User:Nexii_Malthus/SLMC/Firearms|Scripting an attachment weapon]]
|| [[User:Nexii_Malthus/SLMC/Firearms|Scripting an attachment Weapon]]
|| {{User|Nexii_Malthus|Nexii Malthus}}
|| {{User|Nexii_Malthus|Nexii Malthus}}
|| [WIP] Guide to scripting an attachment weapon
|| [WIP] Guide to scripting a firearm such as an assault rifle
|-
|-
|| [https://leveldesignbook.com/ Level Design Book]
|| [https://leveldesignbook.com/ Level Design Book]
|| Free nonprofit project run by volunteers
|| 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.
|-
|-
Line 69: Line 77:
|| {{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