Combat 2.0

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Implement REZ_DAMAGE_FALLOFF
As pitched by Miles Doge in the initial combat 2.0 pew pew thread https://community.secondlife.com/forums/topic/506317-pew-pew-pew-linden-damage-combat-20/page/3/#findComment-2667800 , could we get built in damage falloff mechanics to further round off what we can do with projectiles? Currently doing any form of on the fly damage changes requires either numerous script events, or you could just measure damage from a start vector in on_rez and calculate damage at a prim's end point on hit. REZ_DAMAGE_FALLOFF, float falloff_distance, float falloff_amount_per_meter, float max_falloff Falloff_distance would reflect at what distance from rezzed position a projectile starts losing damage falloff_amount_per_meter would indicate the value lost per meter max_falloff would indicate the minimum value damage could adjust to. For simplicities sake, none of this would need to update on the fly, calling OBJECT_DAMAGE could just reflect the calculations on time of fetching and output the adjusted value and actually inflicting damage could just do a if(falloff values) check upon hitting a damageable entity prior to transfering damage. This would allow us to match the balancing factors present in many first person shooter games associated with "range brackets", beyond changing accuracy values, and allow us to enjoy high lethality combat at close range instead of resorting to making every avatar a damage sponge, without requiring us to make costly script calculations for every projectile and thus invalidating the benefits of scriptless damage projectiles.
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Improved Mouselook for Combat and Immersion
[I am posting this on behalf of NiranV Dean, author of the Black Dragon viewer.] General purpose improvements to the way the Viewer locally handles and displays mouselook for the user. Adds an animation that the Viewer uses to modify the avatar's torso rotation to point towards the aiming direction, this in combination with a "holding" animation that objects can trigger normally allows the user to visually see and aim, say a gun around in first person, making the gun follow the aim direction, keeping it on screen, improving overall look and feel of the first person immersion. https://www.youtube.com/watch?v=ttaM7x14DBI Fixes an oversight with animated child prims that causes them to be interpolated while in mouselook, resulting in them lagging behind the root object, for instance when firing a gun that animates parts of it. With the above animation allowing the weapon to stay onscreen this becomes even more of an issue. https://www.youtube.com/watch?v=E2zPkBDWECA Mouselook head position improvements that puts the camera where the eyes of the avatar are, instead of "assuming" where the head is and forcing the body attach to the camera, which often results in the body clipping into the ground or moving around weirdly, this doesn't feel immersive at all and makes it hard if not impossible to line up animations for holding objects. ((Shown in the first video with the test running animation to simulate headbobbing)) Going in tandem with the above are improvements to the way mouselook handles and hides the head of the user while in Mouselook, locally scaling down head bones and including hiding rigged mesh attached to the head slots which were previously missing, this should help eliviate issues with the head clipping into the camera and blocking the view. ((Can be seen in the first video looking down, the shadows show the head being chopped off, something that may or may not be able to be fixed)) [Darksider Alex has provided an additional video to demonstrate the requested feature: https://gyazo.com/6964e720c1b02133d19976d3fa89f60c ]
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Avatar Hitbox/Camera Adjustments Proposal
Proposal in 2 part: Passive and Scripted. Passive proposal: Avatar hitbox shape does not change based on any given avatar action. At the very least, the height of the hitbox should be reduced while in the crouching or crouch-walking animation state. In a previous system I had developed, this was accomplished by cutting the avatar's height by roughly 40%. Though ideally, the top of the hitbox should be here the person's camera is located at all times while they are in first person so things such as prone animations can more accurately reflect the avatar's hitbox size. Recommended to include a region setting for this, ie. avatar_hitbox_crouching Scripted proposal: Allows a script to effectively adjust the size of the avatar hitbox while worn via a vector. The avatar's physics interactions would be based on this size and it would disable the Passive hitbox scaling system while active. This will allow the use of larger avatars (giants), avatar-attached mechanized units, etc without the new for a separate physical object to properly represent their hitbox. The appeal being to allow the creation of full 1-to-1 avatar controls without the issue of your hitbox being confined to a tiny space between your legs. This function should be restricted to scripts worn by the person affected and should require permissions, ie. PERMISSION_ADJUST_HITBOX. The avatar's camera position should be moved towards the top of their hitbox whenever z-scaling is adjusted. Recommended to include a region setting for this, ie. avatar_hitbox_scripted
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