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

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** 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

Revision as of 01:37, 8 August 2024

This is a stub / work-in-progress page.

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