Adjust SIT_FLAG_NO_DAMAGE so combat log reports are not generated
needs info
Dread Hudson
Pertains to SIT_FLAG_NO_DAMAGE in https://wiki.secondlife.com/wiki/LlSetLinkSitFlags
Currently, when an object with SIT_FLAG_NO_DAMAGE is shot whilst an avatar is on it, a combat log event is still generated and broadcasted on the combat log channel. This can lead to false positives and confusion when other avatars are using a form of hit marker/hit confirmation huds. While verbose logging is very welcome in the case of llAdjustDamage and the like, we can discard these in this use case as damage to avatars on this object is going to be either not possible, or processed in a scripted manner via on_damage/final_damage or other scripted means.
Log In
Rider Linden
Are you talking about a combat log being generated for the object that the avatar is sitting on? Or do you mean that a log entry is generated for the seated avatar reporting 0 damage?
The first case it should be generated, since that object may be process and act on the damage in some way and that should be recorded. But if it is generated for the agent taking 0 damage, that sounds like a bug to me.
Dread Hudson
Rider Linden so what I'm talking about is a combat log event is being generated when the seated avatar is taking 0 damage, without any form of c2.0 functions beyond SIT_FLAG_NO_DAMAGE running.
If on_damage or final_damage was being used it would be expected. Damage enabled objects also silently die while passing their damage as well, which is covered in Tactical UwU's post.
Kyle Linden
needs info
Tactical UwU
Dread Hudson This also breaks munitions which contain both llSetDamage and LBA logic.
If your AP/LBA script has llSetDamage enabled in it, ie. ap rounds, it hits the vehicle and deals LLCS damage. This kills the projectile without it registering a collision event and without dealing LBA damage, even if no damage was actually dealt.