Damage over time
under review
Thunder Rahja
At the moment,
llDamage
is throttled to 10 instances of damage over 30 seconds when directed at the same target. Some weapon effects linger and repeatedly cause relatively small amounts of damage to avatars until they take some action like moving away from the damage source. Here are some cases where non-environmental (e.g. not from a land owner) damage over time may hit the throttle if it uses llDamage
:- Fire (direct contact or being ignited)
- Poison (from being hit by a dart)
- Toxic gas clouds
- Acid or electrified puddles
There should be multiple ways to end it. The damage should be able to be modified or stopped by:
- The script that started it (the target moved away from the fire)
- A script worn by the recipient (the target is wearing a fireproof suit, or stops to put out the flame)
- Other scripts (a fire extinguisher puts out the flame)
- By dying
Being able to stop damage over time implies that there would a way to detect it, apart from the individual instances of damage. Should the damage be continuous (like negative health regeneration), or should it occur on a script-defined interval (e.g. every 1-5 seconds)?
The
llDamage
throttle can be avoided by rezzing multiple damage sender objects, or sending higher damage at longer intervals > 3 seconds. The latter workaround may limit creativity for weapons that split their damage between two or more damage types.Log In
Kyle Linden
under review
For future consideration.