notes for developers
Miscellaneous information about the workings of the BNWCS:
- AoE/Splash Damage Die-off
Most bullets call llDie(); immediately upon impact, or at least in very short order after colliding with something. This is fine for bullets, however, the object that is causing BNWCS splash damage must "stick around" for a second or to for the affected Avatars' BNWCS to register the hit - a simple llSleep(1) or llSetTimerEvent(1) before dying off should be sufficient. Maybe a 2 to be safe in high lag.
Objects must be moving at least 15 meters per second to damage the BNWCS. Damage is based off of object projectile velocity and projectile mass.
- Melee Weapons
The way the example BNWCS Melee weapons work, the damage prims sometimes collide with their owner. This would damage them with the strength of the hit, but does not, because:
- The melee damage prims do not llDie() instantly, so the BNWCS can detect their mass.
- Objects that are owned by the BNWCS they collide with will not cause damage if they are both MOVING, and have MASS.
Fall damage is based on avatar velocity - if you hit something stationary at more than 10 meters/second, you will take damage.