Combat System Scripting, interlude: OpenSim

So on our last post in this thread someone asked if this stuff would work in OpenSim.

I did a little playing around, and the answer seems to be “it depends”.

Unlike Second Life, which is both (arguably) a bunch of software, and a particular virtual world that uses that software, OpenSim is just a bunch of software (and an Open Source one at that, which means that there are all various forks and versions and levels and patches around out there). So what you get when you log into one virtual world that’s running (some level of) OpenSim may be different from what you get in another.

What I found when I tried out the Scripts So Far in the first OpenSim-based grid that came to hand (running perhaps “OpenSim 0.7.2 ReactionGrid”, although it wasn’t ReactionGrid) was:

There’s one simple thing in the self-healing target script that this OpenSim didn’t like; this line gets a syntax error:

integer health = MAX_HEALTH;

because apparently this OpenSim is even more silly than Second Life is, about global initializers not having any hard stuff like math or variables in them. So I changed that to just:

integer health;

and added a

    health = MAX_HEALTH;

down in the state_entry() handler, and that got rid of the compilation error.

The autopopgun script worked fine except that (as one of the commentors anticipated) I had to create my own bullet for it because there was no popgun in the library to cheat with. :) I won’t post the bullet script and other bullet details here right now ’cause it would be a distraction, but it worked.

Then I pointed the autoshooter at the target, and the target said “Clunk”.

Repeatedly.

As you may recall, this means that it thinks it’s being hit by something that’s not moving fast enough to cause damage.

A little poking around revealed that in this particular OpenSim, llDetectedVel() was always returning 0.000, making it not very useful for our purposes!

As a temporary test, I changed the

    if (llVecMag(llDetectedVel(index))>15) {

in the target script to the obvious

    if (llVecMag(llDetectedVel(index))>=0) {

so that instead of “is the thing that hit us moving at least fifteen meters per second?”, it was instead asking “is the thing that hit us moving at all, or for that matter not moving at all?”. To which the answer must always be Yes! :)

With that change the target worked fine; its health count went down while the shooter was shooting at it, went back up again when I moved the shooter away, and then went down and turned yellow and then red and then the target Ceased to Be when I left the shooter pointed at it long enough.

There may be OpenSim-based grids where llDetectedVel() works (this list of LSL functions that work in OpenSim seems to claim that it is implemented), but it didn’t seem to in mine. But other than that, and the one tiny syntax change mentioned above, everything we’ve done so far seems to work in OpenSim!

In case anyone else was wondering. :)

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4 Responses

  1. Thank you, Dale, for your fast aswer!! :D A combat system could provide a lot of time of activity in-world and in Opensim could be the difference between a free time bored or fun.

    Kind regards.

  2. holy cow Dale! *zing, right over my head*

    your exploration and development of hacks for this is incredibly cool! =)

    good luck!

    • Thanks very! :) Scripting in OpenSim is indeed interesting; this week I seem to be working on improving an existing sailboat script. Took me awhile to figure out how it could be working at all; in SL it wouldn’t work, as it depends on a function that works subtly different in OpenSim (or at least in SOME OpenSims!).

  3. […] have suddenly remembered this here series of combat scripting posts that I was doing the other Geological […]

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