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Soap Frenzy

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  1. You can still filter for unscripted bullets in the collision event as objects with damage die before you can detect their size. You would just check if the object that hit you was ZERO_VECTOR. This is the method I've used in my hit detectors for years.
  2. I was suggesting some function to not need work arounds for the bullet reporting back to the object that rezzed it. Collision reports in a hud work well enough with tools and functions we already have available. We need things like this to game-ify the combat experience more. It's been almost 20 years with no changes to damage. I realize this is somewhat off topic though. I dont know where else to post it since I cant get into the official discord as it seems no one monitors the google form to apply to join anymore.
  3. Would it be possible to add some functionality that says something on a debug channel or some such on collisions that can be read by other scripts so that we could do "kill confirm" messages? As it stands if you want to do that now you have to have the bullet rez a damage prim on collision or it dies too quickly to send a message when using llSetDamage.
  4. This is still a problem 3 months later.
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