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Issue Details (XML | Word | Printable)

Key: SVC-2140
Type: New Feature New Feature
Status: Closed Closed
Resolution: Misfiled
Priority: Normal Normal
Assignee: Unassigned
Reporter: James Benedek
Votes: 71
Watchers: 7
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2. Second Life Service - SVC

re-structure of the damage land system.

Created: 17/Dec/07 03:29 PM   Updated: 19/Feb/09 09:22 AM
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Component/s: Scripts
Affects Version/s: None
Fix Version/s: None

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 Description  « Hide
*llSetDamge(); = wherever the object with the lsl script in it it hits on the avatars mesh. (i.e. head 100, limbs 20, chest 50).

*llSetHealth(); = gives 10 health every second from the object with the lsl script in it.

*Oxygen Meter = if in water oxygen lowers and at high altitudes(exception when avatar is sitting)

*Be able to set 2 or more spawns (for arrivals, and the landowner)

*on death > get the option to be sent to the spawn or sent home

*constant killing / auto killing - add a pause on the teleport so you don't crash, so you are able to ban greifers who auto kill you on your land.

*Sitting on a object gives the object health thus having to kill the object first then the avatar.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
WarKirby Magojiro added a comment - 17/Dec/07 04:58 PM
I really don't see the point. The linden damage system is outdated, limited, and largely irrelevant. IF you want combat, you're better using one of the proper combat systems, DCS, etc, or making your own. Scripted combat systems have far more freedom and flexibility than SL's ever will, and lindens are not in the business of content creation.

I couldn't care less if the damage system was just retired. It's really pointless.


James Benedek added a comment - 17/Dec/07 08:46 PM
well .. DCS and other combat systems create lag, maybe making some touch ups to this outdated system could bring it back to life, maybe introducing detection (when a llSetDamage object hits the head of a avatar its a instant kill).

Molen Oppewall added a comment - 19/Dec/07 07:34 AM
Hmm, I am used to the current Linden combat system's. I realy don't think we need something to put on health. Combat is already hard enough.

Rob Linden made changes - 22/Dec/07 02:24 AM
Field Original Value New Value
Workflow jira [ 17890 ] jira-2007-12-21 [ 25416 ]
Rob Linden made changes - 22/Dec/07 02:35 AM
Workflow jira [ 25416 ] jira-2007-12-21 [ 26093 ]
Rob Linden made changes - 22/Dec/07 03:23 PM
Workflow jira-2007-12-21 [ 26093 ] jira-2007-12-22 [ 32324 ]
Rob Linden made changes - 22/Dec/07 03:44 PM
Workflow jira-2007-12-21 [ 32324 ] jira-2007-12-22 [ 34392 ]
Rob Linden made changes - 22/Dec/07 08:40 PM
Workflow jira-2007-12-22 [ 34392 ] jira-2007-12-22a [ 39520 ]
Rob Linden made changes - 22/Dec/07 09:56 PM
Workflow jira-2007-12-22 [ 39520 ] jira-2007-12-22a [ 43486 ]
Rob Linden made changes - 22/Dec/07 10:19 PM
Workflow jira-2007-12-22 [ 43486 ] jira-2007-12-22a [ 44841 ]
James Benedek made changes - 09/Jan/08 11:53 AM
Summary llSetHealth llSetHealth - re-structure of the damage land system.
Description The opposite of llSetDamage, so we can use it as an opposite effect for a medic to heal people who have lost health from llSetDamage. The opposite of llSetDamage, so we can use it as an opposite effect for a medic to heal people who have lost health from llSetDamage.

Also a re-structure of the whole damage land system:

*Be able to set 2 or more spawns (for arrivals, and the landowner)
*on death > get the option to be sent to the spawn or sent home
*constant killing / auto killing - add a pause on the teleport so you don't crash, so you are able to ban greifers who auto kill you on your land.
*avatar height detection, so when a llSetDamage scripted object hits the avatar's head, the avatar instantly dies.
James Benedek made changes - 14/Jan/08 01:28 AM
Description The opposite of llSetDamage, so we can use it as an opposite effect for a medic to heal people who have lost health from llSetDamage.

Also a re-structure of the whole damage land system:

*Be able to set 2 or more spawns (for arrivals, and the landowner)
*on death > get the option to be sent to the spawn or sent home
*constant killing / auto killing - add a pause on the teleport so you don't crash, so you are able to ban greifers who auto kill you on your land.
*avatar height detection, so when a llSetDamage scripted object hits the avatar's head, the avatar instantly dies.
*llSetDamge(); = wherever the object with the lsl script in it it hits on the avatars mesh. (i.e. head 100, limbs 20, chest 50).

*llSetHealth(); = gives 10 health every second from the object with the lsl script in it.

*Oxygen Meter = if in water oxygen lowers and at high altitudes(exception when avatar is sitting)

*Be able to set 2 or more spawns (for arrivals, and the landowner)

*on death > get the option to be sent to the spawn or sent home

*constant killing / auto killing - add a pause on the teleport so you don't crash, so you are able to ban greifers who auto kill you on your land.
Summary llSetHealth - re-structure of the damage land system. re-structure of the damage land system.
Clarknova Helvetic added a comment - 18/Jan/08 03:13 AM
Instead of automatic pause on death to prevent crashing, automatic draw distance drop when teleporting to next sim. Not just on death but on all teleports.

Disagree with the rest of it.

LINDENS PLEASE BE ADVISED: The vote count is so high because objects are being left in world that advertise this Jira issue with statements like "Vote to make combat more fun!!!!!!1"

Lack of comments suggests that no one's actually RTFJ.


aran menges added a comment - 18/Jan/08 04:36 AM
great feature!!! lol i voted cause i was searching the jira and i love combat except for the auto killers on the combat sims not cause a advert told me LMAO, also your comment is off topic.

James Benedek added a comment - 18/Jan/08 05:06 AM
"LINDENS PLEASE BE ADVISED: The vote count is so high because objects are being left in world that advertise this Jira issue with statements like "Vote to make combat more fun!!!!!!1" ?????

clarknova i placed 1 on each combat island.. as it is those people who fight there to be made aware, this issue will affect the combat island will it not ...

thanks aran.

if you have any more ideas to add please IM me and ill add them.


Tim Coppens added a comment - 18/Jan/08 05:07 AM
I think some of them are good, like the option to teleport at spawn when you die, and the teleport pause (for auto killers, and for if your home location is unavailible and a noob doesn't understand why you don't die when he shoots at you)

James Benedek made changes - 25/Jan/08 01:49 PM
Description *llSetDamge(); = wherever the object with the lsl script in it it hits on the avatars mesh. (i.e. head 100, limbs 20, chest 50).

*llSetHealth(); = gives 10 health every second from the object with the lsl script in it.

*Oxygen Meter = if in water oxygen lowers and at high altitudes(exception when avatar is sitting)

*Be able to set 2 or more spawns (for arrivals, and the landowner)

*on death > get the option to be sent to the spawn or sent home

*constant killing / auto killing - add a pause on the teleport so you don't crash, so you are able to ban greifers who auto kill you on your land.
*llSetDamge(); = wherever the object with the lsl script in it it hits on the avatars mesh. (i.e. head 100, limbs 20, chest 50).

*llSetHealth(); = gives 10 health every second from the object with the lsl script in it.

*Oxygen Meter = if in water oxygen lowers and at high altitudes(exception when avatar is sitting)

*Be able to set 2 or more spawns (for arrivals, and the landowner)

*on death > get the option to be sent to the spawn or sent home

*constant killing / auto killing - add a pause on the teleport so you don't crash, so you are able to ban greifers who auto kill you on your land.

*Sitting on a object gives the object health thus having to kill the object first then the avatar.
Bourne Cinquetti added a comment - 25/Jan/08 09:15 PM
I feel it's obvious that the Land Damage system could easily be improved on, and it should be improved because the number of people using it continues to grow. But this growth is restricted largely due to the limitations of the current system, a system that doesn't reflect the freedom and potential of other development areas in Second Life.

Of course the few lines of information in the description of this issue arn't 'the' solution, but some of the 'possible' solutions. Each one capable of adding further dynamics to this under developed but overtly enjoyed segment of Second Life. Having tested a system in world that aims to work towards the goal of improving/replacing the old Land damage system, it's clear that there are great benefits to be had by adapting to a more usable system, one that creates a fairer, more controlled and less abused environment for all users.


Phillip Hultcrantz added a comment - 02/Feb/08 12:47 AM
I don't think this will get a fix anytime soon. The Lindens are far more busy fixing big bugs liek memory leaks and Crash issues. As for using DCS... ha.. yeah DCS is the shittiest combat system ever developed. The only way the SL Military community will get a good system is to make it's own. One like the system being scripted by the Merczateers. Pretty soon this CS will be put into a full out Beta test. The Mercateers, Ordo, MC and SLSN have already agreed to use the system and will be free to any one who wishes to use it in combat. It will fix issues with Lag, instant kills, auto killers, tracking munitions, and other broken tools that are exploited in an unfair manner.

Bourne Cinquetti added a comment - 03/Feb/08 01:28 PM
Unfortunately Phillip, the same could be said in regards to countless other issues, there are - and, in most cases will always be more important issues. But one of the main advantages of the JIRA is that it allows for the community to impact how and when issues are addressed, even if they may not seem like the most important thing to everyone.

Rectifying the issue of a lacking damage and realism system will help to establish a more realistic Virtual world to those who require it, whether they be combat orientated or not. It's nice of you to bring up the proposed Mercza system (which as far as I know is almost a replica of the system that spawned the reasoning for this issue to be created). Unfortunately systems developed in world cannot 'fix lag issues', they can work around them or ignore them but often in most cases its a matter of juggling priorities to create a system that suits its intention best whilst minimizing any negative impacts, it would not be a universal system that bypasses the need for work arounds as the suggestions in this JIRA Issue would begin to allow.

Being an experienced 'Merczateer' yourself, it would seem you would be in an exceptional position to offer valuable suggestions about this issue, I'm left wondering why you've not chosen to do so in favour of off-topic self advertisement.


Foxi Jenkins added a comment - 11/Feb/08 12:37 AM - edited
i really like this idea. the LL damage is shit compared to this!

will webb added a comment - 04/Mar/08 03:11 PM
This is misfiled; it should be an SVC issue. That said, resolving it as misfiled seems a step too far. And moving it does not seem to be an option.
If anyone has the ability to move it (Lindens cough) hint...

Lex Neva made changes - 11/Apr/08 08:52 AM
Project 1. Second Life Viewer - VWR [ 10003 ] 2. Second Life Service - SVC [ 10002 ]
Key VWR-3884 SVC-2140
Component/s Scripts [ 10043 ]
Component/s Scripting [ 10030 ]
Lex Neva added a comment - 11/Apr/08 08:52 AM
Moved to SVC. Links from outside JIRA to the old issue should redirect here.

cory bjornson added a comment - 05/May/08 06:25 PM
Hm, I wouldn't mind this if it was somewhat flexible, and had features like toggling specific functions on a parcel(more than just damage) and perhaps functions from most of the Resident created combat systems?

darling brody added a comment - 13/May/08 02:29 PM
Everything requested can already by done using the existing LSL commands. With the exception of adding health which we did have long ago, before people used it to cheat and it was removed. ie. setting dammage to a negative number originaly gave a health boost, and it was abused.

I have closed this issue because all of the requested functions can be made using the existing LSL commands. The health function can not be implemented without cheaters constantly setting their health to 100 and thus never being killed.

Darling.


darling brody made changes - 13/May/08 02:29 PM
Status Open [ 1 ] Closed [ 6 ]
Resolution Fixed [ 1 ]
James Benedek added a comment - 14/May/08 02:40 AM
you can't close something that has a large amount of votes on and that has more features than only the one you are talking of, but anyway it does say the llSetHealth only gives +10% health when you collide with the object in collision with, thus being harder to abuse as the object that has "llSetHealth" will die like llSetDamage does now.

James Benedek made changes - 14/May/08 02:40 AM
Resolution Fixed [ 1 ]
Status Closed [ 6 ] Reopened [ 4 ]
markbyron falta added a comment - 14/May/08 06:20 AM
I've been watching this one quite awhile. Although James has some good ideas, I can't vote for it since it contains the dubious and quite unneeded llSetHealth() option. With people increasingly using safe zone offsets to prevent damage, there's even less reason to have a health function and in any case, health restoral should be consistent for everybody. It's also unrealistic to offer up a complicated laundry list when LInden is still unable to do the basics like ensuring grid stability, preventing client crashes, fixing the asset server, etc. Instead of trying to get Linden to swallow the proverbial horse with your dream list, I think you need to re-structure the JIRA to offer just one item that Linden could readily implement, and that would be to stop the teleport home business. When the avatar bites the dust, a forced move to the telehub (safe zone) is just as sufficient and it keeps people playing longer, especially novices who naturally get killed frequently but get frustrated with the grid teleport.

darling brody added a comment - 16/May/08 03:47 AM
*llSetDamge(); = wherever the object with the lsl script in it it hits on the avatars mesh. (i.e. head 100, limbs 20, chest 50).

Avatars are a box! There are no arms, legs, head etc. The collision surface for an avatar is nothing more than a box with the size of <0.45, 0.6, zzz>. With the only variable being yoru height. It is not possible to assign damage to different body parts because we dont have different body parts to damge! This function can not be done.

*llSetHealth(); = gives 10 health every second from the object with the lsl script in it.

This function can be abused. Anyone can put 10 scripts into an object they are wearing and have all 10 scripts constantly rezzing one of these health balls on top of them. That means at any given time they will be receiving 100% health.
Any function that increases health via a script will result in unkillable avatars, and a HUGE load on the asset server as people constantly rez health balls on top of themselves. This function can not be done.

*Oxygen Meter = if in water oxygen lowers and at high altitudes(exception when avatar is sitting)

If you want to simulate a reduction in health when under water/altitudes, make a script with a timer to rez a prim with xx % damage on the person every xx seconds. Scripts can already work out the water height and if the avatar is sitting which is all your fucntion needs to know. Your players can etiher wear a HUD or you can have an invisible object following them around to drop damage prims on them when needed.

*Be able to set 2 or more spawns (for arrivals, and the landowner)

You can set different spawn points by cutting out a 16m parcel and setting a landing point on it. Estates have telehubs too. This function is already possible using the tools we have.

*on death > get the option to be sent to the spawn or sent home.

Your home is your spawn point. You can change is whenever you like. If your in combat and want to set your spawn to the combat area you can already do this. Being asked a question in a time critial moment like a death teleport is going to mess up the flow of the game for you and the person shooting you.

*constant killing / auto killing - add a pause on the teleport so you don't crash, so you are able to ban greifers who auto kill you on your land.

The only reason you would die the moment you teleport in is if you didnt teleport into the safe area. I understand Michael Linden has fixed this so all people teleporting into the linden combat sandbox will be placed in the safe location. If you use a private sandbox who didnt do this, ask them to. Again there is no need to change how things work, just use the tools we have properly.

*Sitting on a object gives the object health thus having to kill the object first then the avatar.

This is a very bad idea. What if your sitting in your house, does your house die? What abotu no-copy objects, do they die?
We can simulate damage to objects using the collision events so there is no need to have the simulator force it onto people who dont want it.

This JIRA needs to be closed. There is nothing in it we can not already do, and the things we cant do, we should not be able to do.

All of the issues in this JIRA should be addressed by content creators not linden labs.

Darling.


Jahar Aabye added a comment - 31/May/08 09:37 AM
I actually find this issue rather amusing.

I'm an admin at a privately owned combat sim where we've had just such a system for...oh dear, at least a year now. The only part of this proposal that we don't have is the body-part damage, for the reasons that Darling mentions. A hit is a hit is a hit, there's no way to tell where on the av the collision occurred.

However, if you're using a health-meter attached to the HUD, the meter can subtract a set amount each time you get shot. Ours is set to only allow collisions from physical, non-phantom bullets travelling faster than 25 m/s. Additionally, we have some guns such as sniper rifles that have bullets specially scripted to cause extra damage (although this has to be carefully controlled, for obvious reasons). We've even scripted explosives and melee weapons to work with it.

We have an oxygen meter on the HUD too that senses when you are underwater and begins lowering. if it gets below zero, you start losing health. Upon surfacing, the oxygen meter slowly rises.

We have medkits that you can walk over that will restore some health. Additionally, there is an infirmary where you can lay on a bed and will have health restored to you. Additionally, you gain health slowly on your own.

You have the choice of two spawn points, both well above the combat zone (you parachute down). This can be set via a menu on the HUD. The HUD is also configured so that it will only receive damage when you are in the combat zone (we have set this at any altitude below 120m within the sim). This means that you cannot be killed while respawning, and you cannot be killed if wearing the HUD while out of sim.

Additionally, the system checks for anyone not wearing a HUD (essentially cheating by being invincible). If they are not wearing the HUD, a translucent sphere is placed around them to prevent them from disrupting the game, and they are given a dialog message stating that they need to wear a HUD. They are given the option of clicking on the sphere to be taken up to the safe zone (platform above the respawn points) to get a HUD. They are told that if they do not click on the sphere or put on a HUD within 45 seconds, they will be teleported to their home location. Aside from this, or from a teleport home issued by an admin for disruption/griefing or extreme rules violation, there is no other way to be involuntarily teleported home. Note also that the trap set by the system does not hold the avatar for longer than 45 seconds, and in any event offers them a method for removing it.

Because combat can only occur when the HUD is active, and that only occurs below 120m, it is easy to have a teleport point up top, as well as a safe zone for people to rest from combat, purchase weapons and gear, read the rules, obtain a HUD, or go AFK if needed.

Unlike DCS, we do not utilize an off-world database, which cuts significantly on the lag induced by the system. We also don't have "experience points" earned by being in the sim nor do we have a large number of "modifiers" like stamina, luck, etc. All of these things, while certainly enhancing for roleplaying, tend to add lag and are unnecessary for simple combat.

Our system, as described, is very low lag, contributing a base of maybe 3-4k IPS on its own. We find that most of the lag generated by combat comes not from the system but from the guns, which is why we limit them to only those which we have approved as meeting specific requirements for lag, magazine size, reloads, etc. A general guideline is that even dual-wield fully automatic guns should not go much over 10k IPS. I can script a single-wield automatic rifle to pull anywhere from 2-4k IPS. Turning off muzzleflash, shell ejection, and other useless "tacticool" features will similarly help. Thus, one can easily implement this system without any lag (unless you count the occasional 0.99 time dilation as lag).

I guess what I'm trying to say is that this ticket is fairly unnecessary, as all of the changes asked for here, and many more, have already been implemented by private content creators. This is how the free market works. A need is perceived and individuals move to meet that need. To some extent, I fear the problem is the SL Damage system itself, which provides a distraction, causing people to try to find a way to make it work instead of simply scrapping it and doing it themselves. Privately created combat health systems also have the advantage of having fewer exploits, since the code is proprietary, whereas everyone knows how SL Damage works.


darling brody added a comment - 02/Jun/08 01:51 AM
I think it is clear now that this is misfiled and should be a function content creaters can provide. This does not need to be set in stone with the linden damage system, and would break existing content that was created without needing to take into account the additional ways you can be injured.

Issue re-closed


darling brody made changes - 02/Jun/08 01:51 AM
Status Reopened [ 4 ] Closed [ 6 ]
Resolution Misfiled [ 6 ]
Siobhan McCallen made changes - 07/Nov/08 08:19 AM
Link This issue is related to by SVC-3377 [ SVC-3377 ]
Sue Linden made changes - 13/Nov/08 12:12 PM
Workflow jira-2007-12-22a [ 44841 ] jira-2008-11-14 [ 82987 ]
Sue Linden made changes - 13/Nov/08 04:53 PM
Workflow jira-2008-11-14 [ 82987 ] jira-2008-11-14a [ 94494 ]
James Benedek made changes - 19/Feb/09 09:22 AM
Link This issue is related to by SVC-2300 [ SVC-2300 ]