Weapons Information
Blanket rules:
a) Only weapons and scripts that are supplied by makers as “No Modify” should be legal to avoid tampering by players. “No Modify” should include the weapon prims to avoid players adding extra scripts to the weapons or replacing scripts in the weapon with their own copies.
b) Weapons should be available for all players to aquire if they choose, either for sale or by being a Universe authorised free weapon. Unique, player made weapons that are not either of the above = illegal
c) Maximum of two weapons per avatar can be attached and the only legal attachment points are the hands (for furries or lycans or other beasts who wish to use HUD attached weapons they must seek specific approval from Admin prior to use). This means weapons systems that combine two guns with a melee attachment are illegal in Judgement.
d) Weapons should not listen on the standard chat channel (channel 0) for draw, sheath or any other operational commands. (Open Listeners in weapons that listen for commands on the normal chat channel (channel 0) are worse for the Sim than those than use a private or IM channel. Scripts listening on Channel 0 = more lag and sim resources being consumed.)
f) No shields, explosives, shells, caging, orbiting, tethering type bullets, smoke or other heavy particle emissions or other any other weapon systems that are not not specifically allowed by the rules.
e) All weapons should also meet the following guidleines / rules:-
Melee Guidelines / Rules
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1. All melee weapons must be worn on the hands and be capable of being seen to be inspected. Invisible hand attachments are ok as these can be seen by CTRL ALT T and inspected. This means wearing of HUD based fistfighters is not allowed as these weapons cannot be checked visually (hand attach fistfighters would be fine). – ****NEEDS DISCUSSION OR THOUGHTS AS IT IS QUITE A CHANGE****
**(Weapon Test – can the weapon be seen attached to the avatar’s hand either visible or with viewing invisilbles CTRL ALT T – No means possible it is not a hand atatch weapon and possibly illegal, sometimes prims are sunk in the hands and this can take some nimble camera work to see inside the avatar)
2. A notecard clearly explaining all the settings and features of a ranged weapon must be available.
**(Weapons Test – ask the player for the notecard)
3. Melee weapons should have fighting style animations that indicate attacks appropriate to the type of melee weapon.
**(Weapons Test – common sense and observation)
4. Melee weapon animations must not displace the avatar visually from its normal position underneath the SL Name / Group Tag. Avatar animations should also keep the Avatar within a 2m radius of the starting position on a horizontal plane.
**(Weapons Test – watch the SL Name and Group TAg and see if the Avatar is displaced over or out from under the Tag whilst using the weapon – yes means animations are displacing the avatar which makes it unfair and harder for people fighting them to loacte the actual location of the Avatar – weapon illegal)
5. Melee weapons must not have any kind of movement enhancement.
**(Weapons Test – common sense and observation)
6. Melee weapons should not have any particle effects or excessive noise or sounds. (additional suggestions:- Sounds should also relate to the weapon being used.)
**(Weapons Test – common sense and observation)
7. Melee weapons should only cause the single standard meter damage amount per hit, they should not rez obects or fire sword bullets and should not do any damage by collision.
**(Weapons Test – turn on “Highlight Transparancies” using CTRL ALT T – and observe if any objects are rezzed and fired from the melee weapon while it is being used, check for unbuffed damage against yourself, remeber low level players might only do 4 – 7 melee damage per hit and higher levels more depending on character statistics, generally if the lmelee isn’t rezzes objects then the damage should be standard damage)
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Ranged Weapons
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1. A notecard clearly explaining all the settings and features of a ranged weapon must be available.
**(Weapons Test – ask for the Notecard that came with the weapon)
2. Ranged weapons must be worn on the hands and be capable of being seen to be inspected. Invisible hand attachments are ok as these can be seen by CTRL ALT T and inspected.
**(Weapon Test – can the weapon be seen attached to the avatar’s hand either visible or with viewing invisilbles CTRL ALT T – No means possible it is not a hand atatch weapon and possibly illegal, sometimes prims are sunk in the hands and this can take some nimble camera work to see inside the avatar)
3. Rate of fire to not exceed 8.5bps. (Baron is suggesting 5 BPS – so this need more discussion see thread viewtopic.php?f=73&t=854 and add your comments )
**(Weapons Test – ask the player to reset the weapon and load the appropriate clipsize for the weapons – 100 max for single and 50 max for dual wield. Ask them to fire at the target until the gun runs out of ammunition. Check the BPS reading – BPS over 8.5 = illegal)
4. Ranged weapons can fire full automatic, semi, burst or single shots as long as they comply fully with the rules.
**(Weapons Test not needed)
5. Clipsize for a single wield gun should be set to between 1 -100 rounds.
**(Weapons Test – read the Notecard / test firing by the player on the bullet tester)
6. Clipsize for dual wield ranged weapons should be set to 1 -50 rounds. Dual wield ranged weapons should only be worn as a proper pair, which are designed to work together and are from the same maker not a mix of ranged weapons or makers.
**(Weapons Test – observation of the player/ weapon combination and reference to the weapons Notecard)
7. Bullets or projectiles must not collide and destruct with themselves in flight, for example a 100 round magazine should score 100 hits on the tester before it reloads.
**(Weapons Test – ask the player to reset the weapon and load the appropriate clipsize for the weapons – 100 max for single and 50 max for dual wield. Ask them to fire at the target until the gun runs out of ammunition. Check the number of recorded hits and compare it to the clipsize(s). If the number of hit recorded is less than the amount of bullets fired, and lag does not appear to be an issue, then it is possible the bullets are colliding in the air and destroying themselves before reaching the target. This points to a poorly scripted weapon and the collisions will have a detrimental effect on the Sim performance – gun illegal.)
8. Ranged weapons must be capable of firing a just single round when in full automatic mode.
**(Weapons Test – ask the player to put the weapon in full auto mode and to fire just one bullet at the bullet tester, if the gun is incapable of firing just one bullet in auto mode – illegal)
9. Reload should instantly stop all operation of the gun, or guns if dual wield.
**(Weapon Test – ask the player to reload the gun and start firing the weapon then after a few moment to hit the reload command for the gun, while they keep their finger depressed on the firing button. Watch and check that the guns stops all firing and the avatar is animated to reload the weapona and then watch to see if the gun starts firing again after reload to try and insure they have kept their finger on the firing button. If reload does not stop the gun or guns from firing – illegal)
10. Reset should stop all operation of the gun or guns and not be faster than the time taken to reload the weapon. Suggest a reset of a weapon triggers an automatic reload of the weapon to comply with this.
**(Weapons Test – As for 10 above, but this time they hit the reset command if there is one – reset can be an exploit to by pass gun reloading – if reset does not stop the firing of the gun for at least as long as reload does – illegal)
11. Reload times should be set to a minimum of:
2.5 seconds for 31 – 100 clipsize
1.5 seconds for 1 – 30 clipsize
Exception :- For single fire weapons like Bows, Crossbows or other hand thrown weapons, if the reload time is set to a minimum of 0.5 seconds between single shots then unlimited clipsize is permissible.
**(Weapons Test – read the notecard and observation and timing of the weapon in reloading and reseting -
12. No weapon effects such as muzzle flash, smoke, clip or shell casing ejections.
**(Weapons Test – reading of the notecard and observation)
13. Animations should indicate the correct holding, firing and reloading of the weapon. AO’s that interfere with the gun animations should be turned off.
**(Weapons Test – Observation during testing)
14. Ranged weapons must not contain radars, scanners, sensors or automatic targeting systems of any kind.
**(Weapons Test – reading the notecard )
15. Ranged weapons should not fire bullets or projectiles with a velocity faster than 100m/s.
**(Weapons Test – results recorded on the bullet tester and by reference to the notecard.)
16. Ranged weapons should not allow the player to change the rate of fire (ROF) or bullets per second (BPS) fired.
** (Weapons Test – reading the notecard)
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Optional Rule – Depends if the Universe Owners wish to provide added protection to their players by insisting weapon creators provide access to automatic updates to future proof their purchase) ****NEEDS DISCUSSION OR THOUGHTS AS THIS WOULD BE QUITE A CHANGE****
17. All ranged weapons must use an automatic updating system to help support players who invest in weapons that could be made illegal by future changes in the guidelines/rules.
**(Weapons Test – read the notecard or refer to the creators sales materials)
Bullets/ Projectiles
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Bullets should generally be an RP (role play) bullet, Training Bullet or other safe zone equivalent and subject to the following:-
1. Bullets or Projectiles should only do damage by collision and only cause the single standard meter damage amount per hit.
**(Weapons Test – ask the player to shoot a single shot at you and note the damage (5 is standard per hit on an unarmoured avatar)
2. Bullets or Projectiles should be ideally single prim, but 2 prim as a maximum.
**(Weapons Test – observation of the bullets with “Highlight Transparencies” (CTRL ALT T) on)
3. Bullets or Projectiles should contain no more than 1 script (regardless of the number of prims).
**(Weapons Test – not easy to test in normal conditions, not worth testing unless a problem occurs or it is clearly shown in the notecard or creators information)
4. Bullets or Projectiles should not push or move an avatar.
**(Weapons Test – check when the weapon is being fired at you)
5. Bullets or Projectiles should not pass through prims.
**(Weapons Test – rez a block 10 x 10 x 0.5m (or use a suitable wall if nearby) and ask the player to shoot at the prim from at least 20m away – observe the bullets with “Highlight Transparencies” (CTRL ALT T) on )
6. Bullets or Projectiles should not have sensors, tracking or other targeting means within them.
**(Weapons Test – read the notecard or weapon creators information)
7. Bullets or Projectiles should be scripted die instantly on impact.
**(Weapons Test – get the player to shoot at a prim wall and observe the bullets with “Highlight Transparencies” (CTRL ALT T) on – lag will have an effect on bullet death time but in the absence of lag the bullets should vanish almost immediately on impact)
8. Bullets or Projectiles should not use Sleep or Timer events in the script.
**(Weapons Test if the weapon fails the above test this is most likely the reason – illegal)
9. Bullets or Projectiles should not have glow, particle or other effects.
**(Weapons Test – Observation during testing)
10. Bullets or Projectiles look should suit the weapon and should also be of “average” sl size or look for the weapon that is firing them.
**(Weapons Test – Observation during testing and common sense)
11. Bullets or Projectiles should not be invisible.
**(Weapons Test – Observation during testing)
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Further suggestion for disscusion:-
12. Bullets or Projectiles should produce no collision sounds.
(Weapons Test – Observation during testing of the weapon)
Highly recommended the following is a requirement or at least a Sim Time Dilation / FPS test is done to ensure the weapon does not have a bad affect on the Sim performance:-
13. For now the Bullets or Projectiles script should be compiled to run in LSL not Mono see the following Jira classed as a Showstopper Bug by Lindens:-
http://jira.secondlife.com/browse/SVC-3895
(Weapons Test – reference to the notecard, the creators information or by watching to see if the firing of the gun has a noted effect on Sim Time Dilation or FPS – CTRL SHIFT 1 – shows the Statistics and you can watch the numbers while they fire full clips at the target. Start Figure of a healthy Sim would be in the region of Time Dilation of 0.95 – 0.99, Sim FPS of 43 – 45 and Physics FPS of 43 -45 as a guide. If these figures appear to be badly affected by the firing of the gun it is cause for further investigation to find out why)