If you’re building a PvP system in Second Life and you care about fair combat, anti-cheat protection, and clean architecture, this script is made for you.
Combat Sentinel is a server-style hit validation engine written entirely in LSL. Instead of trusting weapons or attachments blindly, it acts as a neutral authority that decides whether a hit is valid before damage is applied. This approach dramatically reduces spoofing, rapid-fire abuse, fake distance hits, and out-of-zone attacks.
This is not a HUD.
This is not a gimmick.
This is a serious combat foundation designed for real PvP environments.
What Combat Sentinel Does
Combat Sentinel sits rezzed in-world and acts as the judge of combat. Weapons report hits to it. The Sentinel verifies the hit using multiple checks. Only if the hit passes does it forward damage to the target’s attached object.
That separation matters.
Weapons don’t control damage. Attachments don’t trust attackers. Everything goes through the Sentinel.
That’s how you build fair systems.
Designed for Attachments (Not HUDs)
Many combat systems rely on bulky HUDs. Combat Sentinel does not.
Players wear a simple attached object (ring, badge, armor piece, roleplay item). That attachment listens for validated damage messages and manages health locally. If the attachment is removed, the player is automatically out of combat.
This makes opt-in combat natural and roleplay-friendly:
Attach = opt in
Detach = opt out
No menus. No clutter.
Anti-Cheat Built In
Combat Sentinel validates every hit using multiple layers:
Distance Validation
The attacker’s reported position is compared against the real target position. If the distance exceeds your configured maximum, the hit is rejected. Fake range hits don’t work.
Zone Restriction
Combat can be limited to a physical area. Both attacker and target must be inside the zone. Outside the zone, hits are ignored. This is perfect for arenas, clubs, events, or roleplay regions.
Anti-Rapid-Fire Protection
Each attacker is rate-limited. If someone fires too fast, their hits are rejected automatically. This prevents macro abuse and spam weapons.
Central Authority Model
Weapons don’t apply damage. Attachments don’t trust weapons. The Sentinel controls everything. This is the same architectural idea used in real multiplayer games.
Clean, Modular Architecture
Combat Sentinel is intentionally not bloated.
It doesn’t force animations
It doesn’t lock you into a UI
It doesn’t assume a specific weapon type
You can plug it into:
Guns
Melee weapons
Magic systems
Snowball fights
Sci-fi combat
Roleplay damage systems
As long as your weapon sends a properly formatted hit message, the Sentinel handles the rest.
Developer-Friendly Code
This script is written to be readable and extendable.
You’ll find:
Clear variable names
Logical step-by-step validation
Well-structured checks
Easy configuration values at the top
It’s ideal if you want to:
Learn how secure combat systems work
Build your own framework on top of it
Sell weapons that integrate with a trusted backend
Full Permissions – Sell, Modify, Build On
This product is delivered full permission.
That means you can:
Modify it
Include it in your own systems
Sell it inside a larger combat package
Use it commercially with no restrictions
No DRM. No lock-in.
Included User Guide
A clear user guide is included explaining:
How to rez and set up the Sentinel
How combat zones work
How weapons should report hits
How attachments receive damage
How to test and debug the system
Even if you’re not an advanced scripter, you’ll be able to get this running quickly.
Ideal Use Cases
Combat Sentinel is perfect for:
PvP arenas
Roleplay combat regions
Club event battles
Opt-in dueling systems
Fair snowball or holiday combat
Skill-based games where cheating matters
If you want trustworthy combat, this is your foundation.
What This Is (and Isn’t)
✔ A secure hit validation engine
✔ Attachment-friendly
✔ Anti-cheat focused
✔ Modular and expandable
✖ Not a complete weapon
✖ Not a visual HUD
✖ Not a plug-and-forget toy
This is infrastructure — the part that decides who actually gets hit.
- Centralized hit validation with anti-cheat protection
- Distance, zone, and rapid-fire enforcement
- Designed for attachment-based combat (no HUD required)
- Clean, modular LSL code for easy expansion
- Full permissions for resale and commercial use







