xXCorellXx Posted November 1, 2012 Share Posted November 1, 2012 ok making it short and painfull lolas far as i do understand does spell fire just as most cmbat systems refer to comand channel for incomming messages like damage healing etc , so basicly could be a existing damage script be changed into one that works for SF or the gramar of the script be changed so that triggered damage can be translated into sf damage.for example guns and rifles that are easy to achive with some changes turning into SF compatible, or grenades and mines etcmy question is, is my understanding of this correct Or am i on the wrong way because the dialouge between meter and item is totaly diferent then i thought Link to comment Share on other sites More sharing options...
Rolig Loon Posted November 1, 2012 Share Posted November 1, 2012 The best way to answer that one would be to find someone who knows how that specific system is put together. You might try hanging around the RP sims where they do that sort of thing to see if anyone knows. Link to comment Share on other sites More sharing options...
xXCorellXx Posted November 1, 2012 Author Share Posted November 1, 2012 float force_amount = 999999999999999999999999999999.0; default { on_rez(integer start_param) { llPreloadSound("HOLYGRENADE"); } collision_start(integer total_number) { llPreloadSound("Explosion"); } collision_start(integer total_number) { llSetDamage(5000); if (llDetectedType(0) & AGENT) llPushObject(llDetectedKey(0), force_amount*llRot2Up(llGetRot()), ZERO_VECTOR, FALSE); llTriggerSound("Explosion", 10.0); llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "Smoke", ZERO_VECTOR); llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR); llDie(); } } ok what I would like with this script is that it plays Two sounds not just one the holygrenade sound first and then the explosion, if i did it wrong by setting it up in the reading order is my understanding so far no fully evolved hahaha ok i think i kinda figured how to avoid getting into too deep sf reading up by adding a trap script that causes damage on touch for avatars, my understanding then is that explosion and trap damage requires touch and will with the temporary item end in one time damage only because the explosion kills the prim Link to comment Share on other sites More sharing options...
xXCorellXx Posted November 1, 2012 Author Share Posted November 1, 2012 ok trial and fail showed directly that i have no clue how to set up a SF trap script any advice possible the item i want to use is asingle prim and i think it should stay that way i tried also just set up cubes and stuff and added the trap script without any result at all besides not functioning Link to comment Share on other sites More sharing options...
Rolig Loon Posted November 1, 2012 Share Posted November 1, 2012 I don't have a clue what you are doing, or what a SF trap script is. If that's one, it's ancient and non-functional. llMakeExplosion was deprecated ages ago. Maybe if you begin at square one and explain what you are hoping to accomplish, it might help. Also, if you are posting scripts here, please format them so that they are readable -- with lines separated properly indented at least, and using the code widget (the little square "C" above the edit window). Link to comment Share on other sites More sharing options...
Xiija Posted November 1, 2012 Share Posted November 1, 2012 default { on_rez(integer start_param) { } state_entry() { llPreloadSound("HOLYGRENADE"); llPreloadSound("Explosion"); } collision_start(integer total_number) { llSetDamage(5000); if (llDetectedType(0) & AGENT) { llPushObject(llDetectedKey(0), force_amount*llRot2Up(llGetRot()), ZERO_VECTOR, FALSE); llTriggerSound("HOLYGRENADE", 1.0); llTriggerSound("Explosion", 1.0); llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "Smoke", ZERO_VECTOR); llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR); llDie(); } } } you forgot brackets after the if...and had 2 collision_starts? also, sound volume is 0.0 to 1.0 Link to comment Share on other sites More sharing options...
xXCorellXx Posted November 1, 2012 Author Share Posted November 1, 2012 thank you very very much for setting my gramar right in the script Link to comment Share on other sites More sharing options...
xXCorellXx Posted November 1, 2012 Author Share Posted November 1, 2012 hmmm got the error names not defined in scope 21,55 Link to comment Share on other sites More sharing options...
Rolig Loon Posted November 1, 2012 Share Posted November 1, 2012 That's because you forgot to define force_amount. If you use a good script editor, it will pick up those errors. :smileywink: Also, as I pointed out earlier, the function llMakeExplosion was deprecated years ago. You should be using llParticleSystem and defining a set of particle parameters there instead. Link to comment Share on other sites More sharing options...
xXCorellXx Posted November 1, 2012 Author Share Posted November 1, 2012 the script just works fine because its just to destroy the prim and do some puff and smoke nothing too fancy at all the sounds are whats in the spotlight because all the other features like damage are already provided for and so far no complains about functionality from my side Link to comment Share on other sites More sharing options...
Scott Tureaud Posted November 1, 2012 Share Posted November 1, 2012 Spell Fire is intended to be a closed combat system for fantasy SIMs. You really don't want to mess with it from a social standpoint since SIM owners adopt the system based on the fact that it's closed. Really to be IMO just from a respect standpoint you probably shouldn't just because you can. _________________ On the Aside SF is purely a collision based combat system. Sword Swings, Arrows, Magic and similar hit purely because a transparent/nontransparent prim hit you. As of 2 years ago you could change the name of any prim to the same name that SF uses for damage and it would damage meters just fine. With LSL updates since then it might not work since dectecting the creator of an object is a bit more lightwieght now, meaning it could have been added to new meters. So really something as simple as say Creating a sphere with the right name on it, then have rezzing a short lived particle spammer and LLDie() trigger on collision is enough. Link to comment Share on other sites More sharing options...
Restless Swords Posted November 7, 2012 Share Posted November 7, 2012 like almost every combat system, spellfire does NOT publish how to create items that do damage - since then tons of griefers would run around creating massive weapons and wrecking everyones fun. If you want to create a legitimate SF weapon, you go to "Stone Keep" ndf buy a specific weapon developers kit - long bow kit, sword kit, etc- usuallyaround 3000L - *and* the scripts are NO-MOD so you cant see them and change them to do improper damage Link to comment Share on other sites More sharing options...
Recommended Posts
Please take a moment to consider if this thread is worth bumping.
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now