Author Topic: Urgent Notice regarding lethal weapons in SPII  (Read 5890 times)

Offline Fox Phlox

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Re: Urgent Notice regarding lethal weapons in SPII
« Reply #15 on: September 20, 2007, 09:41:37 AM »
I'm not sure what an orbiter script is and why it would connect with a bullet script. Orbiting to me suggests going round and round, while bullets move in straight(ish) lines. Anyway, presumably you could test your script out on someone with their agreement?
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Offline Marko Schomer

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Re: Urgent Notice regarding lethal weapons in SPII
« Reply #16 on: September 20, 2007, 04:17:19 PM »
If you're going to sell it on the teen grid, couldn't you build it on the teen grid? Or would that be annoying/difficult?

Offline Explo Schomer

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Re: Urgent Notice regarding lethal weapons in SPII
« Reply #17 on: September 20, 2007, 04:22:20 PM »
Quote
simple because i couldnt test the bullet script

Why would the bullet script have to move an avatar?
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Offline Wolf (aka Mirage)

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Re: Urgent Notice regarding lethal weapons in SPII
« Reply #18 on: September 29, 2007, 06:32:22 AM »
you can learn ballistics extremely easily without needing to fire people across the island.

*points to treb from SPi* the only thing that could get flung was avatars
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Offline Marko Schomer

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Re: Urgent Notice regarding lethal weapons in SPII
« Reply #19 on: September 30, 2007, 06:06:04 PM »
*points to treb from SPi* the only thing that could get flung was avatars

Are you sure? Basic physics allows any physical object to be flung (though of course putting the ammunition as temporary, or automatically returning, would be a good idea) If you want pre scripted ammunition, I have some which registers its approximate flight path, and then returns to the point at which it was initialised (though it might require some tweaking- I'd need to check)