Difference between revisions of "Category:LSL Combat2"
(Trying out a two-column layout; Damage Types will be moved into own page since there's more details to cover, for example around repurposing and would be better to have both of the tables for linden defaults and custom community damage types to be shown on there) |
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<h2>Introduced are new concepts</h2> | |||
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* Can apply damage directly | * Can apply damage directly | ||
* Damage can have a damage type associated to it | * Damage can have a damage type associated to it | ||
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** Tweak the speed of health regeneration per second | ** Tweak the speed of health regeneration per second | ||
** Whether scripts are allowed to adjust damage or write to the combat log | ** Whether scripts are allowed to adjust damage or write to the combat log | ||
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== | <div id="box" style="width:95%;"> | ||
<h2>[[Combat Log]]</h2> | |||
<div style="padding: 0.5em">System-generated log messages are collected and sent into the <code>COMBAT_CHANNEL</code> in a JSON format.</div> | |||
</div> | |||
<div id="box" style="width:95%;"> | |||
<h2>[[:Category:LSL_Combat2#Damage_Types|Damage Types]]</h2> | |||
<div style="padding: 0.5em">The damage amount can be supported via a damage type field, which can match a default DAMAGE_TYPE_* or a custom integer; Additionally the field may be repurposed.</div> | |||
</div> | |||
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<h2>Testing</h2> | |||
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Start playing with it and build interesting things. | Start playing with it and build interesting things. | ||
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* [secondlife://VERTICAL%20SIM/128/128/0 Vertical Sim] (SLMC: Ashguard) | * [secondlife://VERTICAL%20SIM/128/128/0 Vertical Sim] (SLMC: Ashguard) | ||
== | The update has been extended to other release candidate channels as well now such as RC Magnum. | ||
</div> | |||
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<h2>Scripting</h2> | |||
<div style="padding: 0.5em"> | |||
These are the functions and events directly related to Combat2 as well as new related functions | |||
{| | {| | ||
{{LSL DefineRow|key|[[llRezObjectWithParams]](string inventory, list params)|New function for rezzing objects with a variety of parameters, particularly useful for avoiding the overhead of starting a script for each bullet}} | {{LSL DefineRow|key|[[llRezObjectWithParams]](string inventory, list params)|New function for rezzing objects with a variety of parameters, particularly useful for avoiding the overhead of starting a script for each bullet}} | ||
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{{LSL DefineRow|string|[[llDerezObject]](key id, integer flag)|Derezzes an object previously rezzed from within the object containing the script}} | {{LSL DefineRow|string|[[llDerezObject]](key id, integer flag)|Derezzes an object previously rezzed from within the object containing the script}} | ||
|} | |} | ||
</div> | |||
</div> | |||
==Additional= | <div id="box" style="width:95%;"> | ||
<h2>Additional</h2> | |||
<div style="padding: 0.5em"> | |||
* [[:Template:LSL_Constants/Damage_Types|Damage types]] — Provided for convenience and a suggestion. Scripters can add custom ones or repurpose the damage type fields | * [[:Template:LSL_Constants/Damage_Types|Damage types]] — Provided for convenience and a suggestion. Scripters can add custom ones or repurpose the damage type fields | ||
* [[llListen]] | * [[llListen]] | ||
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** SIT_FLAG_NO_COLLIDE — Disable the avatar's collision volume when they are seated on this sit target | ** SIT_FLAG_NO_COLLIDE — Disable the avatar's collision volume when they are seated on this sit target | ||
** SIT_FLAG_NO_DAMAGE — Do not distribute damage to agents sitting on this sit target | ** SIT_FLAG_NO_DAMAGE — Do not distribute damage to agents sitting on this sit target | ||
</div> | |||
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|} | |||
==Damage Types== | ==Damage Types== | ||
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{{LSL_Constants/Damage_Types}} | {{LSL_Constants/Damage_Types}} | ||
{{LSL_Constants/Custom_Damage_Types}} | {{LSL_Constants/Custom_Damage_Types}} | ||
==Related== | ==Related== |
Revision as of 05:37, 12 August 2024
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The Combat2 Project is an enhancement to the Linden Combat system.
This is not meant to be a complete combat system on its own but to provide the tools that allow you to do that.
In Second Life there are a host of combat communities scattered across the grid. These communities use a wide variety of combat systems, HUDs and weapon systems. Some are completely custom, relying on scripts to arbitrate health and damage, while others are based on the Linden Lab Combat System (LLCS). See Combat for more.
The goal of the Combat2 project is to provide a coherent set of tools and systems that allow the residents to create complex and compelling combat systems using a common and easy to use framework.
Introduced are new concepts
Combat LogSystem-generated log messages are collected and sent into the
COMBAT_CHANNEL in a JSON format.Damage TypesThe damage amount can be supported via a damage type field, which can match a default DAMAGE_TYPE_* or a custom integer; Additionally the field may be repurposed.
TestingStart playing with it and build interesting things. There are two regions on the beta grid open and available for testing: It is also available on the main grid at: The Combat2 update is also being pushed to the beta release candidate channel Bluesteel which rolls out usually on Wednesday mornings. The following are SLMC sims that have signed up to RC Bluesteel:
The update has been extended to other release candidate channels as well now such as RC Magnum. |
ScriptingThese are the functions and events directly related to Combat2 as well as new related functions
Additional
|
Damage Types
Flag | Description | |
---|---|---|
DAMAGE_TYPE_IMPACT | −1 | System damage generated by impact with terrain or a prim. |
DAMAGE_TYPE_GENERIC | 0 | Generic or legacy damage. |
DAMAGE_TYPE_ACID | 1 | Damage caused by a caustic substance, such as acid. |
DAMAGE_TYPE_BLUDGEONING | 2 | Damage caused by a blunt object, such as a club. |
DAMAGE_TYPE_COLD | 3 | Damage inflicted by exposure to extreme cold. |
DAMAGE_TYPE_ELECTRIC | 4 | Damage caused by electricity. |
DAMAGE_TYPE_FIRE | 5 | Damage inflicted by exposure to heat or flames. |
DAMAGE_TYPE_FORCE | 6 | Damage inflicted by a great force or impact. |
DAMAGE_TYPE_NECROTIC | 7 | Damage caused by a direct assault on life-force. |
DAMAGE_TYPE_PIERCING | 8 | Damage caused by a piercing object such as a bullet, spear, or arrow. |
DAMAGE_TYPE_POISON | 9 | Damage caused by poison. |
DAMAGE_TYPE_PSYCHIC | 10 | Damage caused by a direct assault on the mind. |
DAMAGE_TYPE_RADIANT | 11 | Damage caused by radiation or extreme light. |
DAMAGE_TYPE_SLASHING | 12 | Damage caused by a slashing object such as a sword or axe. |
DAMAGE_TYPE_SONIC | 13 | Damage caused by loud noises, like a Crash Worship concert. |
DAMAGE_TYPE_EMOTIONAL | 14 |
Damage types are provided as a convenience and a suggestion. Scripters are free to add custom ones for their own combat systems or repurpose the damage type fields.
To make it easy for the community to recognise and re-use custom damage types here is a table that scripters can add onto:
Flag | Description | Subtype | Creator | System | |
---|---|---|---|---|---|
DAMAGE_TYPE_MEDICAL | 100 | Negative damage to heal a wound, damaged limb, first aid, etc. Intended for generic healing of biological nature. Positive damage would be medical malpractice | Nexii Malthus | Vertical Sim / SLMC | |
DAMAGE_TYPE_REPAIR | 101 | Negative damage from repairing an object or something mechanical, welding torch or wrench on a vehicle/robot/mech, etc. Positive damage can be due to mistakes, low skill or sabotage. Intended for generic healing of non-biological nature (e.g. a mechanical tank or an electrical system) | Nexii Malthus | Vertical Sim / SLMC | |
DAMAGE_TYPE_EXPLOSIVE | 102 | Damage caused by an explosive blast, like a grenade | DAMAGE_TYPE_FORCE | Nexii Malthus | Vertical Sim / SLMC |
DAMAGE_TYPE_CRUSHING | 103 | Damage caused by crushing. Such as being crushed by water pressure. More of a constant type of force damage — can be nullified/reduced via diving suit | DAMAGE_TYPE_FORCE | Nexii Malthus | Vertical Sim / SLMC |
DAMAGE_TYPE_ANTI_ARMOR | 104 | Damage caused by anti-tank/anti-armor. Such as from a specialised armor piercing shell, rocket or other munition | DAMAGE_TYPE_PIERCING | Nexii Malthus | Vertical Sim / SLMC |
DAMAGE_TYPE_SUFFOCATION | 105 | Damage caused by suffocation. Usually lacking a breathable atmosphere, such as from drowning or being in the vacuum of space | Nexii Malthus | Vertical Sim / SLMC |
Related
- Thread on the Second Life community forums by Rider Linden announcing the project: Pew! Pew! Pew! Linden Damage & Combat 2.0
- Feedback for suggesting, voting and commenting on ideas
Pages in category "LSL Combat2"
The following 21 pages are in this category, out of 21 total.