Some time ago, I made some concerted enquiries regarding the two major systems that are used for “Role Playing” upon the Grid, with the intention of writing a piece in my Journal on the subject, with special attention to the interests of Gunsmiths. As is typical, it has turned out that I have entirely failed to do the latter, and in fact, others have written pieces far before me - see, for instance, Mr Onder Skall’s excellent piece in New World Notes.
Regardless, the time has come to put my effort to some purpose, even if it is not terribly informative. Herein are contained certain Notes of interest to those wishing to produce Weapons for use within areas which use either the DCS2 or CCS systems.
There are two distinct classes of weapon: ranged and melee. For those wishing to damage people at range, the firing of a physical projectile will achieve this. Said projectile must be travelling at over 17.5m/s at impact, which quite frankly most bullets are. This causes a standard flat amount of damage.
Close combat weapons, to be used in a melee, are detected by means of control inputs. The attachment that each participant wears detects the appropriate controls and launches an attack based on that, so all that a manufacturer of weapons really needs to do is have a weapon which animates and activates when the mouse button is held, and a movement control is pressed (excluding up and down). It really doesn’t matter, as far as I know, exactly which control is pressed - my latest weapons, the wrench, stiletto and so on, have different animations depending on the direction but they should all have the same effect.
There is an API available for developers for the CCS system which allows the use of such things as poison, direct changes to various statistics and so on - there is I believe no open equivalent to this for DCS2, and one must become some sort of “accredited developer”.
Do note that in both cases, certain weapons, whilst technically effective, may well be banned. Scripting being what it is, it is very simple to create a weapon which abuses the existing situation most abhorrently, or, perhaps worse, creates unbearable lag. Consulting the “GM” of whichever sim a weapon is to be used within is a good idea. In some of them, for instance, automatic weapons, or those with a magazine capacity beyond a certain level, are prohibited.
~ Ordinal would like to note at this point that she would be extremely happy to compile a general list of RP systems and their restrictions for general information, and if anyone would care to provide more specific details, she would love to make them available to the public. ~
The reason that I have been driven to make this post now is that I have been informed of a most unusual situation as regards DCS2 weaponry. Apparently, from consultation with a “GM” of Toxian City, weapons which fire temp-on-rez physical bullets are banned there, and I am told in a number of other DCS2 sims as well.
This may not mean an awful lot to the casual browser, but, to explain quickly: “temp-on-rez” is a property of a prim which means that it does not persist in a sim for a long time and vanishes after a minute or two, but does not count against the prim limits. “Physical”, I would hope you were aware of, but it basically means “subject to the laws of physics” - has a velocity, is affected by gravity and collisions and so on.
I would wager that 99% of the firearms available within Second Life fire bullets which are temp-on-rez and physical, for the obvious reasons that bullets need to move and should not be affected by the current prim count in that parcel. However: I have been told that there is an indication that large numbers of physical temp-on-rez prims in an area cause a risk to sim stability, and that this has been taken up by GMs of many DCS2 environments as a rule.
This is by no means something that I have experienced or heard of through my various Scripting Chums, but really, there is little that I could do to change the opinion of sim owners in any case. Thus I am issuing a warning to those who are making firearms that might be used in DCS2 environments - make sure that your bullets are not temp-on-rez, and that they also have a time limit on their existence (a timer going off after a few seconds which makes the bullet llDie) and furthermore that they also llDie on collision with anything at all.
I myself will be making some alternate versions of firearms which correspond to this as soon as I have the opportunity. Not, mind you, that it is really feasible for anyone to tell.











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