Difference between pages "Global Fuel System" and "Integrated Combat Experience"

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The '''Global Fuel System''' is an open-use fuel system maintained by the NTBI Group. Anybody can implement GFS into their own vehicles.
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'''Integrated Combat Experience''' is a proposed combat system maintained by [[Nelson Jenkins]] that ''might'' be integrated with future [[NTBI]] products, as well as made public for other weapon manufacturers.
  
<font size=3>'''[http://ntbigroup.com/updates/gimme.php?i=TlRCSSBHRlMgRnVlbCBQdW1w CLICK HERE TO GET THE GFS FUEL PUMP KIT]<br>[http://ntbigroup.com/updates/gimme.php?i=TlRCSSBHRlMgRnVlbCBDYW5z CLICK HERE TO GET THE GFS FUEL CANS]'''</font>
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'''ICE''' is designed around LSL's somewhat new raycasting system, and offers a significant performance benefit because of it. Raycasting is nearly instant and does not suffer from mass use - where 10 people firing fully automatic weapons using prim bullets would kill off a sim instantly, ICE weaponry makes practically no impact on the server. Although physical tracer bullets can be used, they have no effect other than a visual indicator, and due to their performance impact, they are only used in weapons which would commonly use tracer rounds.
  
If you do not have an NTBI Group account, you can also get GFS equipment through the [https://marketplace.secondlife.com/stores/133128 NTBI Group Distribution store.]
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Unlike other systems, ICE can offer hit indicators, suppressive effects, and other FPS-like features because of its low-impact design. It also supports weapon loadouts, which allow users to swap between weapons instantly with a single keystroke. To ease script impact, inactive weapons are typically "turned off" such that they only listen for a wake-up command, nothing else. All ICE weapons use the same keybinds and integrate fully with the standard ICE HUD so only one HUD needs to be worn at a time, which monitors weapons and health simultaneously.
  
==System Outline==
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The system also integrates with RLV/RLVa to limit movement and control, and ICE-optimized regions can set up zones which support up to 4 teams each, automatic respawn points, and customized gameplay options for almost every aspect of the system, as well as limitations on which weapons can be used.
GFS is designed to act as a roleplay tool. For 7+ years, drivers have roleplayed filling up at nonfunctional fuel stations without any sense of activity or realism, or tried to work with buggy or difficult to understand fuel systems. With GFS, vehicles have an extra layer of realism, and drivers no longer have to pretend when they're pumping gas - GFS makes it visibly and audibly clear.
 
  
Implementing GFS into vehicles is very easy. You will need to contact us to get a GFS toolkit, but after that setup is simple and requires no oversight from us. Instructions are included with the toolkit; if you understand LSL scripting, GFS is simple to integrate.
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We don't plan to offer compatibility with other combat systems unless asked by a combat system creator.
  
==Compatible Vehicles==
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==Health System==
The following NTBI vehicles are compatible with GFS, sorted alphabetically:
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ICE offers a comprehensive health system which serves as the core of combat. Health is graded along a 0-100% scale, with optional buffing up to 200% (only if enabled in a zone) from certain special items. Health is obviously lowered when damage is dealt, depending on the round type (size, grain, velocity, etc.) or the amount determined by other APIs in the ICE system.
* [[TPF-4 Ambulance|Astaro TPF-4 Ambulance]] - [https://marketplace.secondlife.com/p/Astaro-TPF-4-Ambulance/5038231 Buy Here]
 
* [[Lusch Himalaya]] - [https://marketplace.secondlife.com/p/Lusch-Motors-Himalaya/4792439 Buy Here]
 
* [[SZYM Intruder]] - [https://marketplace.secondlife.com/p/SZYM-Intruder-Police-Car-Civilian-Sedan/4297604 Buy Here]
 
Additionally, the following third-party vehicles are compatible with GFS, sorted alphabetically:
 
* CSM Alltrak - [https://marketplace.secondlife.com/p/CSM-ALLTRAK/5044964 Buy Here]
 
* [http://sl-gemc.blogspot.com/2013/03/gmund-stuttgart-ferdinand-update.html GEMC Gmünd Stuttgart Ferdinand] - [https://marketplace.secondlife.com/p/GEMC-Gmund-Stuttgart-Ferdinand/4233221 Buy Here]
 
* [http://sl-gemc.blogspot.com/2013/05/minamoto-sky-traveller-release.html GEMC Minamoto Sky Traveller] - [https://marketplace.secondlife.com/p/GEMC-Minamoto-Sky-Traveller/4918683 Buy Here]
 
* HD NextGen Engine 51 - [https://marketplace.secondlife.com/p/HD-NextGen-Engine-51/4989933 Buy Here]
 
* HD NextGen Engine 52 - [https://marketplace.secondlife.com/p/HD-NextGen-Engine-52/4989979 Buy Here]
 
* HD NextGen Tanker 13 - [https://marketplace.secondlife.com/p/HD-NextGen-Tanker-13/4921784 Buy Here]
 
Please contact us to make your vehicle GFS compatible (obviously you must be the manufacturer). '''We cannot provide support on third-party vehicles; this list is provided solely as a convenience.'''
 
  
==Open-Use & Usage Agreement==
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Health can be restored by the following:
GFS is ''not open-source''. Manufacturers are given access to the pump API; nothing more. To retain control over the system, and in case we wish to upgrade it in the future for more features, NTBI Group retains all rights over the pump and its code. You may not reverse-engineer or otherwise copy the design of the pump or its API to make your own. We distribute the pump freely and allow access to this API freely as a service to roleplayers and drivers in general - please don't fragment the market and create your own. If you have any features or suggestions you wish to add to the system, feel free to contact us and we will consider them.
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* First aid kits (can restore predetermined health value, typically around 20-40%, as well as stop bleed-out)
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* EMT/paramedic training (can restore health only if health is above certain thresholds, as well as stop bleed-out at any health level)
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* Doctor training (can restore all health, as well as stop bleed-out)
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* Regenerative health (disabled by default, but can be enabled and configured per zone)
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Note that training does not require medical bags or any equipment; it is a trait of the user.
  
==Pump Usage==
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Additionally, the ICE system allows for "bleed-out", which continuously and slowly degrades health by a certain amount. This is usually from hits to critical body parts, and can be stopped by a first aid kit or a medically-trained player.
The GFS pump operates in the following manner:
 
# Park vehicle directly in front of the pump with fuel filler door on the same side as the pump (maximum 2m away)
 
# Click pump; it will check for the vehicle and you will be given control of the pump (basic instructions will also be sent to the user)
 
# For some vehicles, you must select which fuel type to use by clicking the appropriate button on the pump
 
# Click nozzle to insert it into the vehicle's fuel filler
 
# Click nozzle again to start/stop the pump (nozzle will automatically shut off when tank is full)
 
# Click pump again to finish (nozzle will be removed and fueling is completed)
 
  
In some situations, fueling can be interrupted:
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Individual zones can allow the health to be displayed or not.
* The vehicle cannot be detected
 
* The vehicle is not GFS compatible (or the GFS scripts are not running correctly)
 
* The vehicle is moved from its original position
 
* The vehicle is put into neutral gear or otherwise made physical (this is not done automatically; it must be set up by the manufacturer)
 
* The vehicle's engine is started (again, this must be set up by the manufacturer)
 
* The nozzle's target position is over 3m away from the pump (this is to avoid the filler cap being on the opposite side)
 
* The operator (user) moves over 16m away from the pump
 
* The raycast fails (this is usually a simulator performance issue)
 
  
==Pump System Setup==
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==Combat System==
Choose which system you want to have:
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Naturally, a combat system isn't a very good combat system without bullets, but ICE also supports a variety of different APIs to liven up roleplay. However, to ensure weapon balancing, every weapon must have a separate API key, which can be restricted (whitelisted/blacklisted) per zone, as well as globally if a weapon is determined to be too unbalanced (e.g. a silenced pistol with 100% damage aimbot rounds). API keys are free and available to anyone.
  
===Single Pump - Manual Pricing===
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===Projectile API===
# Rez pump and position/rotate to fit.
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Projectile damage (result of size, speed, distance), hit location
# Click the pump and set prices in the Man Price menu.
 
# Done - when prices are set correctly, the pump will automatically turn on.
 
  
===Multiple Pumps - Automatic Gridwide Pricing (Global Pricing)===
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===Shrapnel API===
# Rez pumps and position/rotate to fit.
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Shrapnel damage, hit probability
# Number individual pumps by clicking them and choosing "Pump #".
 
# Rez a price sign and position/rotate it.
 
# Click the price sign and choose Global Price.
 
# Click the price sign and choose Get Key. Copy the key given to you in local chat.
 
# Click each pump, select Auto Price, and paste the key. This should automatically sync the prices.
 
# Done - when all of your pumps are set correctly, your station is complete and ready for use.
 
The price will automatically change to a price given by the NTBI GFS server once every 24 hours. The prices are randomized once a day on the server, and each sign randomizes the prices a bit further to allow for different prices within the same city.
 
  
===Multiple Pumps - Manual Pricing Synced to All Pumps (Local Pricing)===
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===Splash API===
# Rez pumps and position/rotate to fit.
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Center point, range, exponential falloff value
# Number individual pumps by clicking them and choosing "Pump #".
 
# Rez a price sign and position/rotate it.
 
# Click the price sign and set prices in the Local Price menu.
 
# Click the price sign and choose Get Key. Copy the key given to you in local chat.
 
# Click each pump, select Auto Price, and paste the key. This should automatically sync the prices.
 
# Done - when all of your pumps are set correctly, your station is complete and ready for use.
 
  
The pump can be customized using the Pump Texture option. [http://ntbigroup.com/TEMPLATES/NTBI%20GFS%20Pump%20Texture.psd PUMP PSD TEMPLATE]<br>
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===Armor API===
The pump also has an optional price board which can be shown/hidden using the Show/Hide Board option.
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Armored location(s), health, resistance, repairability
 
 
The sign can be customized using the Sign Texture option. [http://ntbigroup.com/TEMPLATES/NTBI%20GFS%20Sign%20Texture.psd SIGN PSD TEMPLATE]<br>
 
If you do not wish to set up a template, you can specify a logo using the Logo Texture option (logo must be 1:1 aspect ratio and should be alpha - upload as PNG - not JPG).<br>
 
If you use a logo, a "blank" backing template is included at the bottom of the INSTRUCTIONS notecard.
 

Latest revision as of 17:08, 28 February 2013

Integrated Combat Experience is a proposed combat system maintained by Nelson Jenkins that might be integrated with future NTBI products, as well as made public for other weapon manufacturers.

ICE is designed around LSL's somewhat new raycasting system, and offers a significant performance benefit because of it. Raycasting is nearly instant and does not suffer from mass use - where 10 people firing fully automatic weapons using prim bullets would kill off a sim instantly, ICE weaponry makes practically no impact on the server. Although physical tracer bullets can be used, they have no effect other than a visual indicator, and due to their performance impact, they are only used in weapons which would commonly use tracer rounds.

Unlike other systems, ICE can offer hit indicators, suppressive effects, and other FPS-like features because of its low-impact design. It also supports weapon loadouts, which allow users to swap between weapons instantly with a single keystroke. To ease script impact, inactive weapons are typically "turned off" such that they only listen for a wake-up command, nothing else. All ICE weapons use the same keybinds and integrate fully with the standard ICE HUD so only one HUD needs to be worn at a time, which monitors weapons and health simultaneously.

The system also integrates with RLV/RLVa to limit movement and control, and ICE-optimized regions can set up zones which support up to 4 teams each, automatic respawn points, and customized gameplay options for almost every aspect of the system, as well as limitations on which weapons can be used.

We don't plan to offer compatibility with other combat systems unless asked by a combat system creator.

Health System

ICE offers a comprehensive health system which serves as the core of combat. Health is graded along a 0-100% scale, with optional buffing up to 200% (only if enabled in a zone) from certain special items. Health is obviously lowered when damage is dealt, depending on the round type (size, grain, velocity, etc.) or the amount determined by other APIs in the ICE system.

Health can be restored by the following:

  • First aid kits (can restore predetermined health value, typically around 20-40%, as well as stop bleed-out)
  • EMT/paramedic training (can restore health only if health is above certain thresholds, as well as stop bleed-out at any health level)
  • Doctor training (can restore all health, as well as stop bleed-out)
  • Regenerative health (disabled by default, but can be enabled and configured per zone)

Note that training does not require medical bags or any equipment; it is a trait of the user.

Additionally, the ICE system allows for "bleed-out", which continuously and slowly degrades health by a certain amount. This is usually from hits to critical body parts, and can be stopped by a first aid kit or a medically-trained player.

Individual zones can allow the health to be displayed or not.

Combat System

Naturally, a combat system isn't a very good combat system without bullets, but ICE also supports a variety of different APIs to liven up roleplay. However, to ensure weapon balancing, every weapon must have a separate API key, which can be restricted (whitelisted/blacklisted) per zone, as well as globally if a weapon is determined to be too unbalanced (e.g. a silenced pistol with 100% damage aimbot rounds). API keys are free and available to anyone.

Projectile API

Projectile damage (result of size, speed, distance), hit location

Shrapnel API

Shrapnel damage, hit probability

Splash API

Center point, range, exponential falloff value

Armor API

Armored location(s), health, resistance, repairability