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This repository has been archived by the owner on Mar 28, 2024. It is now read-only.
Many weapon systems throw a damage prim, and set range based upon how long the prim "lives". The most popular of these is Spell Fire / Unity weapons. Suddenly, the different range settings for different weapons (eg dagger = short range, sword = longer range) are not working. These are set in the thrown damage prim by setting a timer, at the end of which llDie() is issued. I have tested a wide variety of the weapons now, and they all seem to have the same event (die) delay. Most are set between .07 to .23 timer settings.
Expected Behavior
For the scripts to act as they should and as they have for several years
Other information
This is costing people a lot of time and money wasted that they may not want to reinvest in SL
Bug 5962 causing issues with spellfire/unity weapon scripts
Type
Bug
Priority
Unset
Status
Closed
Resolution
Duplicate
Reporter
Brighid Helstein (brighid.helstein)
Created at
2014-08-14T09:19:50Z
Updated at
2014-08-16T04:43:08Z
{
'Business Unit': ['Platform'],
'Date of First Response': '2014-08-14T11:33:53.118-0500',
"Is there anything you'd like to add?": 'This is costing people a lot of time and money wasted that they may not want to reinvest in SL ',
'System': 'SL Simulator',
'Target Viewer Version': 'viewer-development',
'What just happened?': 'Many weapon systems throw a damage prim, and set range based upon how long the prim "lives". The most popular of these is Spell Fire / Unity weapons. Suddenly, the different range settings for different weapons (eg dagger = short range, sword = longer range) are not working. These are set in the thrown damage prim by setting a timer, at the end of which llDie() is issued. I have tested a wide variety of the weapons now, and they all seem to have the same event (die) delay. Most are set between .07 to .23 timer settings.',
'What were you doing when it happened?': 'Fighting in various battles and one and one',
'What were you expecting to happen instead?': 'For the scripts to act as they should and as they have for several years ',
}
The text was updated successfully, but these errors were encountered:
Steps to Reproduce
Fighting in various battles and one and one
Actual Behavior
Many weapon systems throw a damage prim, and set range based upon how long the prim "lives". The most popular of these is Spell Fire / Unity weapons. Suddenly, the different range settings for different weapons (eg dagger = short range, sword = longer range) are not working. These are set in the thrown damage prim by setting a timer, at the end of which llDie() is issued. I have tested a wide variety of the weapons now, and they all seem to have the same event (die) delay. Most are set between .07 to .23 timer settings.
Expected Behavior
For the scripts to act as they should and as they have for several years
Other information
This is costing people a lot of time and money wasted that they may not want to reinvest in SL
Links
Duplicates
Related
Original Jira Fields
The text was updated successfully, but these errors were encountered: