Difference between revisions of "Category talk:LSL Combat2"

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-- [[User:Nexii Malthus|<span style="color: #111; text-shadow:-1px -1px #ddd, 1px 1px #888;">Nexii Malthus</span>]] 06:48, 26 July 2024 (PDT)
-- [[User:Nexii Malthus|<span style="color: #111; text-shadow:-1px -1px #ddd, 1px 1px #888;">Nexii Malthus</span>]] 06:48, 26 July 2024 (PDT)
:After testing in the recent RC Bluesteel version, llDamage appears to be able to go beyond 100.0 damage -- [[User:Nexii Malthus|<span style="color: #111; text-shadow:-1px -1px #ddd, 1px 1px #888;">Nexii Malthus</span>]] 20:30, 31 July 2024 (PDT)

Revision as of 19:30, 31 July 2024

Max damage balancing

Mind that the max amount of damage via llSetDamage / PRIM_DAMAGE / REZ_DAMAGE is limited to 100.0

While objects can have health above 100.0, such as 1,000 for example on a mech.

llAdjustDamage does allow you to exceed 100.0 damage however.

This means that for balancing purposes especially with larger vehicles in mind. Say the biggest firepower possible such as super weapons or special weaponry on battleships/spaceships — which might not be player controlled but part of an objective system, if you are making content to balance weapons in mind that wouldn't exclude powerful weapons.

Partial damage weapons also additionally help extend the fun of combat by lowering the TTK (time-to-kill) and the use of tactical manoeuvres possible by combining different equipment. For example instead of a legacy pistol killing someone in 1 shot, you could have a situation where you wound someone with shots, take cover, throw a grenade, which also happens to detonate a nearby explosive barrel, blowing up your opponents to smithereens. Instant kill combat has it's charms in simplicity but it can get pretty boring and limit creativity dramatically.

-- Nexii Malthus 06:48, 26 July 2024 (PDT)

After testing in the recent RC Bluesteel version, llDamage appears to be able to go beyond 100.0 damage -- Nexii Malthus 20:30, 31 July 2024 (PDT)