Implement REZ_DAMAGE_FALLOFF
Dread Hudson
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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