Difference between revisions of "Combat"

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In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.


There are several ways to defeat the LLCS. Most of them will lead to your being banned from most LLCS damage sims by owners.
<!--We really don't need to explain how to defeat the LLCS.  It is problematic enough.*There are several ways to defeat the LLCS. Most of them will lead to your being banned from most LLCS damage sims by owners.


The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.
The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.
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**Agent is not phantom
**Agent is not phantom
***Agent can NOT be killed by a non-physical object.
***Agent can NOT be killed by a non-physical object.
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.*--!>





Revision as of 02:34, 21 November 2008

Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.

Introduction

Some areas of Second Life are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance. There are two basic types of combat system in second life:

  • The built-in Linden Lab Combat System (LLCS)
  • User-created combat systems.

Linden Lab Combat System (LLCS)

The Linden Lab Combat System is in effect in any parcel that the owner has designated as "unsafe". When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then 'dead', and you will teleported to your home location.

Please note that being killed is not a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.

In the LLCS, damage is dealt by collisions with scripted objects that have used LlSetDamage to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.