About: Combat Regions   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

While Second Life allows the creation and usage of scripted weapons, usually a resident doesn't take any damage by being hit by a bullet or falling from the sky. This is different in a combat region. Upon entering a damage-enabled area, the Second Life client shows a health indicator on top of the screen. If an avatar now gets hit by a weapon which is damage enabled, it loses health, eventually causing the avatar to "die". However, death in Second Life is not as grim as in other gaming environments--it merely causes the avatar to be sent to its home location.

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  • Combat Regions
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  • While Second Life allows the creation and usage of scripted weapons, usually a resident doesn't take any damage by being hit by a bullet or falling from the sky. This is different in a combat region. Upon entering a damage-enabled area, the Second Life client shows a health indicator on top of the screen. If an avatar now gets hit by a weapon which is damage enabled, it loses health, eventually causing the avatar to "die". However, death in Second Life is not as grim as in other gaming environments--it merely causes the avatar to be sent to its home location.
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dbkwik:secondlife/...iPageUsesTemplate
abstract
  • While Second Life allows the creation and usage of scripted weapons, usually a resident doesn't take any damage by being hit by a bullet or falling from the sky. This is different in a combat region. Upon entering a damage-enabled area, the Second Life client shows a health indicator on top of the screen. If an avatar now gets hit by a weapon which is damage enabled, it loses health, eventually causing the avatar to "die". However, death in Second Life is not as grim as in other gaming environments--it merely causes the avatar to be sent to its home location.
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