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Anti-missile simulation script in Second Life

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Uploaded by on Jan 10, 2008

An early prototype of a velocity-adapting, trajectory-predicting anti missile script being tested in the sim Noosphere Prime on dummy targets.

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Science & Technology

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Standard YouTube License

  • likes, 3 dislikes

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Uploader Comments (SelkitFox)

  • this code would been great for a combat land =3

  • @chomper720 Not really. Doesn't allow for anything resembling fair gaming. I did make a sentry gun version at one point, though, that was somewhat Team Fortresslike, for a few SL mil friends as a training bot. Had somewhat slower reaction times, its shots weren't as pinpoint accurate, and it took time to pivot after a target. Also shut down temporarily after taking a few hits. Fun stuff.

  • @SelkitFox oh i seen a guys fighter jet have a anti missile lazer once but its still fair but ofcourse its still at beta stage. if i understand it right that plane dont have any anti missile flares, but anyhow i guess its fair if its limited. =)

  • @chomper720 Antimissile flares are not possible in Secondlife, given the nature of llSensorRepeat (It can't be spoofed unless you deliberately code flares that are keyed to a specific missile script which then responds to the flares appropriately). So unless you make missiles that listen to flares, and make flares that talk to the missiles to say "Hey, you've been spoofed" in scripting, the only countermeasures are aggressive shoot-down types. Hard to make it just shoot missiles only, though.

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All Comments (19)

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  • @Karenronwood Profiling methods basically are limited to deep-checking the potential target's link count (too slow; Imposes about a ~22.5-45 msec delay of 1 to 2 frames, same for determining if it's sat on or not), checking its mass (Unreliable; Some "missiles" weigh as much as vehicles to the physics engine), or trajectory evaluation (Again, frame-delays). There's plenty of methods to evaluate what something is, and unfortunately in LSL, none of them are fast enough to permit rapid engagement.

  • @SelkitFox I meant SL, sorry I didn't specify. The projectiles shouldn't be scripted to do damage, so stray bullets wont kill if they hit someone, just physical projectiles.

    Script it to shoot down physical objects (that aren't being sat on, so it wont engage enemy vehicles) traveling at a velocity between 30-100 m/s, most bullets are 150-200 m/s so it wont target bullets, just rockets and grenades. Who cares if someone's SL pet gets shot :P shouldn't let it onto a battlefield anyways.

  • @SelkitFox oh i better talk to the creator of the missile system then =S

  • @Karenronwood There's already real-world equivalents to this sort of system, though if you mean in Secondlife, it wouldn't be too hard to attach this script to something as a subsystem. The real trick is identifying what's an avatar, or a car, or a stray flying pet. The trouble I ran into in SL, is it's incredibly hard to rapidly profile in LSL whether or not something's a projectile or just a harmless object. LSL's far too slow-responding, unfortunately, for complex evaluation.

  • Awesome, it would be neat to have something like this mounted on a tank to take out rpgs and grenades. NOTE: I AM NOT ASKING YOU TO GIVE/SELL ME THE SCRIPT :O Just stating that it be cool to mount on a tank :P

  • Dude. "Rude comment"? There's an entire string of comments that was deleted from this video because people kept time and time again ignoring polite statements that the code isn't for sale. So pardon me for having to "shout" the fact and start deleting comments from every single Second Life "Military" out there wanting new code to modify into griefing weapons.

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