ORDNANCE CONTROL / PROFILE MANAGEMENT
Weapon profiles
Access the Arsenal.
Enter your administrator token to manage profiles, publish tuning changes, and create profile tokens.
Start with a platform
Create a profile from a rifle, emplacement, tank, drone, or jet preset.
Choose armor or create a new profile.
Issued keys
From profile to in-world object
- Create and publish a profile. Choose your platform, adjust the stats, and select Publish. Draft changes do not affect live objects.
- Create a profile token. Copy the description or use a notecard named
Arsenal Config. - Set the server address. In
receiver.lsl, setSERVERto your public HTTPS address. Localhost is only for this preview; Second Life needs a reachable server. - Add the modules. Put the receiver and runtime in the same root prim. Add effects.lsl for sounds, animations.lsl for optional avatar states, and controls.lsl for owner-only /7 draw, /7 sling and /7 reload commands. Projectile mode also needs a projectile object containing
projectile.lsl. - Attach and grant controls. The sample runtime fires with the left mouse button in mouselook. It reloads automatically. For vehicles, connect your controls using the documented linked-message interface.
- Publish changes. Online objects receive a refresh notification. A periodic check recovers missed messages. Access expires after ten minutes without a successful check.
Controls, melee and grenades
Replace runtime.lsl, controls.lsl and combat2-adapter.lsl with these versions. Add melee.lsl for melee weapons. Compile them in the weapon root alongside its existing receiver. Publish a profile with command channels, melee behavior and a grenade inventory object. Generated grenades, burns and mines use their own downloaded script; changes to those setups require recompiling the object.
Melee cones check target centers and line of sight. Sweeps use nine horizontal ray samples, not a continuous swept volume. Native Combat2 damage and LBA target-side limits still apply. Burns are stationary areas; their radius is separate from a mine’s prim-sized contact zone. Landing payloads handle their own behavior and cleanup.
Action media and damage prims
Update effects.lsl and animations.lsl to enable slash, pin-pull and mine-planting sounds plus throw, plant and random melee animations. Mine and grenade object names live in Weapon profiles; explosion sound and VFX live in Projectiles. Damage prims are optional native collision helpers, separate from cosmetic VFX. Keep stored prim damage zero. They move once to the sampled hit point and expire after half a second; collisions can hit a different nearby object/avatar.
Armor
Create armor in its own tab and publish it. Create an armor token, then add its Arsenal Armor Config notecard, armor-receiver.lsl, and the downloaded armor module. Use player-armor.lsl for wearable protection or c2a-armor.lsl for objects and vehicles. Weapon and armor profiles can coexist in one linkset. Player armor requires region damage adjustment.
C2A capabilities
Use the armor rule builder for typed resistance, immunity, repair limits, random effects and reactive charges. All native and documented community damage types are listed; custom integer selectors are supported. Directional/component zones are not implemented by C2A-basic.
Upstream C2A settings guide · Damage type reference
Group access
Set the object’s group to the required group UUID and have the owner activate that group. This is an active-group check, not a membership lookup.
Trust and permissions
Description and notecard keys grant profile access, not tamper-proof identity. Distribute scripts no-modify and use a trusted combat meter to validate damage. The sample raycast reports hits; an adapter must connect them to your chosen combat system.
Small by design
Runtime stats stay in linkset storage between restarts. Firing never makes an HTTP request. Animation and effects are optional modules.