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Moni Telling
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@Moni Telling

From your two recent posts it seems you have an idea for a role-play system that you want, but do not know how to actually create it. Not trying to be mean or pedantic, just trying to point you in the right direction. If you have specific questions about code you are writing this is the correct sub-forum. If on the other hand,and this appears to be the case, you are looking for someone to code this, show you how to do it, you should post in the Wanted sub-forum.

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The way to start, I think, is to decide what you want the HUD to do.   You've said that you're thinking of having a Cop HUD and a Robber HUD.    OK.   What does the cop need to do in order to catch and subdue the robber?   Does he simply need to get close enough to grab him, or can he shoot him with a taser to subdue him?   If he does get close enough to grab the robber, does the robber automatically surrender, or can he struggle and break free, or what?     And then when you've captured your robber, what does that do?  Do the HUDs simply tell the two role-players that the robber has been captured, or does it get recorded in a central database or does being captured mean the robber can't do certain things until he's released?

Scripting is simply a matter of breaking down what you want to happen into terms LSL can hande.     We you can certainly help you with that, but you have to decide what you want to happen.     It's like saying,  "how do I cook dinner?"   The answer depends on what you want to cook.    You have to give us something to work with.

Edited by Innula Zenovka
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As Innula suggests, a script isn't just a set of commands.  It is basically a detailed decision map, describing everything that you expect an object under its control to do.  The heart of a script is its logic.  Until you know exactly what you want to do, what happens at each decision point, and what to do if the user (or the environment) does something unexpected, you're not ready to start gluing commands together to make it all work. 

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You're looking for what Second Life calls a "combat system". (That Wiki page is outdated, by the way.)There are at least four of these in SL, all user-created and all incompatible. Plus there's one built into SL, which isn't used much. Combat role-playing areas pick one and require that all players there use it. Players wear a "damage meter", and  carry various weapons which communicate with the damage meter. Both ranged and melee weapons are available. The damage meter can freeze an avatar in place after some hits. That's what you want, right?

Visit some of the combat sims and try out combat in SL.

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There is a simpler solution than combat systems, and it's nothing more than the "hug" or "kiss" or "pounce" animation system. Basically you as cop select a nearby avatar and they then get the blue box popup asking them if it is Ok for your hud to animate their avatar. They accept or decline, and assuming they accept, go flat on the ground face down while you as cop kneel over them and slap the bracelets on. (The RP Taser works in a similar way, the selected target gets the blue box requesting they accept permission to trigger animation.)

The functional diagram for this is something like:

Attach the system (or click on where it is attached, to get a popup menu to start)

llSensor scan in a limited range for avatars, producing a list of keys.

list of names generated from list of keys in same order

List of names presented as dialog buttons to user.

target_name selected from list.

matching target_key selected from list

LLRequestPermissions(target_key, PERMISSION_TRIGGER_ANIMATION) 

IF target agrees by accepting the popup, trigger the second animation for yourself.

After the capture RP, use a button to stop both players animations

 

There may already be a library script for this but I don't recall seeing it.

Edited by Profaitchikenz Haiku
Because I can
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