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Creating a unique dynamic channel for every AV


Lucinda Bulloch
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Below is how msdscs game versions 1 and combat meters do the damage data transfer, this is very fast and low lag, no common channels are used.

setchannel()// only open one channel with the script for the fastest responce, use the range and angle of the sensor to suit the sword
 {
  string hexkey = "0x"+llGetSubString((string)llGetOwner(),0,6);
  llListenRemove(my_dynamic_channel);
  my_dynamic_channel = llListen(DYNAMIC_CHANNEL+(integer)hexkey,"","","");
 }

the send code

sensor(integer n)
 {
  string hexkey = "0x"+llGetSubString((string)llDetectedKey(0),0,6);
  llRegionSayTo(llDetectedKey(0), DYNAMIC_CHANNEL+(integer)hexkey, (string)damage);
 }


the receive code

listen(integer channel, string lname, key id, string message)
{
  health-=(integer)message;
  do dead code...
}

the dynamic channel is generated and midnight gmt on an inworld server or website.

 Game versions 2 use a diff method and passes on disease with the damage if they have any blood diseases, they have a random seeded sequence, so once they have connected once to a server dont need to do it again and will produce the same number as meters that do connect for the next few million years. but the above is old MSDCS tech that can now be made public

 

oops, very important make the DYNAMIC_CHANNEL a large negative number at least 9 - 10 digits long

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