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Uraquitan Matova
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Posts posted by Uraquitan Matova
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6 hours ago, Jenna Huntsman said:
Your best bet is to file a Jira and hope the SL gods shine on you and LL accepts the feature request.
With that said, the others are right. If you're designing a game that doesn't use any existing protocol, your best bet would be to write your own protocol that includes this as a feature, and prompt creators to add support for your API to their weapons.
Do you know the link ?
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25 minutes ago, Mollymews said:
every creator making bullets for the game knows what the game protocols are and they script their bullets accordingly. When the game target gets struck by a bullet which is not scripted to use the game protocol then the target ignores the bullet. Getting struck by a random object or random avatar has no influence on the game.
yeah.. it works ... but.... I did a version to allow all bullets to be fair to all hud creators... so Im doing some securities... however, with rez time would help a lot.
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36 minutes ago, Mollymews said:
the way game proctocols tend to be designed is that in on_rez the unix time is saved in the object as a game attribute
when the object collides with a target, the target requests a WHOIS of the object. The response to the WHOIS can include the unix creation time
certainly it would be useful in some circumstances to not have to pass game attributes and function capabilities between game objects. Is typical tho that game objects do this
a workround for this is to stuff (on_rez) the object's attributes into Object Description. OnCollision the target reads the collider llGetObjectDesc
You're right, if Im the creator of the bullet.. but the problem is about bullets made by other creator.. How do the WHOIS to a generic bullet by another creator?
thats Why my question. the goal is to allow all huds, so for security, sounds good to knows this parameter.
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1 hour ago, Mollymews said:
for games in which multiple creatives make game objects then the game designer typically designs a game protocol. For example
channel number, object game attributes, game functions
a target object OnCollision for example, asks on the channel for the colliding object's game attributes and functions. The target on obtaining the info interacts with the object
the same happens in reverse. The collider asks the target for their info on the channel
if either object doesn't recognise the other as a game object then nothing happens
yes but sometimes is necessary allow weapons by others creators... so to knows the rez time can block after a time the damage, for example, like anime combats.. makes a lot of rez objects.. some of them follow all the time you.
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Quistess Alpha, the problem is not about my rezzed object.. is about rezzed by another owner.. so with this information you can make a lot of rules.. its really important this information for games. To make security.
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Quistess Alpha, for games this is a very important information. Like bullets for example.
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ARiu Arai, it will works to your own rez objects but the goal is trying to knows the rez time for any object. So thats why a new feature for llObjectDetails sounds really good
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llGetObjectDetails
we have only OBJECT_CREATION_TIMEare there a way to get the object rez time ?like OBJECT_REZ_TIME ? it will be really good
llRezObjectWithParams
in LSL Scripting
Posted
I saw this functions one (llRezObjectWithParams) works on beta,
does anyone knows when this function will be done to be released ?