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Weapons in vehicles... how to add in so compatible with most combat systems?
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TriJin Bade
Being the creator of LaRPS and hold an understanding of most combat meter systems, you will find that almost all systems use hidden channels for damage and communications. This is to prevent abuse from players coding up their SuperQuickKill HUDs or the like.
However, there is one common damage factor and that is by rezzing bullets, ie: Scripted Physical Prims, that move faster than a certain speed (speed depends on the meter system).
If you're primary use is for vehicle combat, then try looking at the Terra Combat System.
https://marketplace.secondlife.com/p/Terra-Combat-System-254-Developers-Kit/36804
If you are purely looking to code for advanced damage avatar collision, then you really need to contact several roleplay/combat meter system to join their API develoeprs groups, such as CCS, etc.
Of course, if you are simply making a gun style weapon, then simply ensure your rezzed bullet moves faster than 25m/s and that it dies when colliding with any object, land or avatar.
Linden Lab wil be introducing the llCastRay function soon to help with the lag of rezzing prim bullets, but I see that feature being along way off
Hope this has been helpful to you.
Happy Buildin,
^V^
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