Difference between revisions of "LSL Protocol/Restrained Love Open Relay Group/vision"
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== !x-vision == | == !x-vision == | ||
''Implemented in | ''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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:: SPECIAL ENTRY, any of the parameters can be replaced with "*" for 'do not change existing value' | :: 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 | :: 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/*/*/*/* | :: if all you want to do is 'blind' someone, then !vision/<0'0'0>/1.0/*/*/*/* | ||
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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