Injuries

This page describes 4 types of injuries, which can be simulated with the Really Needy HUD.

Your Really Needy HUD must be Version 2.0 and up, and you will need to buy an INJURIES add-on script.

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In partnership with Izzie's, the Injuries add-on version 2.0 comes with system/BOM layers for gunshot wounds !

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Firearm

The standard firearm specifications are described below. To book your firearm, talk to the sim-owner first about your roleplay reason for having a firearm, then contact me in-world or click the Book Now button below to send me an email. If you are a sim-owner and would like to have a custom firearm made available to roleplayers in your sim, please contact me.

ACCURATE RANGE

For roleplay purposes, the gun will not hit a target outside of this range (distance from the shooter).

HEALTH DAMAGE

Primary health damage from the firearm depends depends on the firepower ("base damage") of the weapon and distance at which the victim has been shot. The damage calculation is as follows:

  • Distance of less than 5m: 4d10 + (base damage x 2)

  • Distance of 5m to 15m : 4d10 + base damage

  • Distance of more than 15m: base damage

4d10 refers to the equivalent of rolling four 10-sided dice.

Aside from primary damage, there is secondary damage from bleeding, explained further below in the Bleeding section.

​​FIREARM SPECIFICATIONS

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COLT REVOLVER

Land impact: 3

(none if worn)

Accurate range: 25m

Base Damage: 20%

Cartridge: .38 Special

Action: Single-action revolver

Muzzle velocity: 1000 fps

Feed system: 6 shot cylinder

The Colt .38 or "Army Special" is a single-action revolver with a revolving cylinder holding six metallic cartridges.

199L

TOMMY GUN

Land impact: 1

(none if worn)

Accurate range: 30m
Base Damage: 25%

Cartridge: .45 ACP

Action: Blowback, blish Lock

Muzzle velocity: 935 fps

Feed system: 50 round drum magazine

Invented in 1918, the Thompson Submachine Gun, also known also as the "Tommy Gun", "Annihilator", "Chicago Typewriter", "Drum Gun", "The Chopper", or simply "The Thompson", this America-made gun has gained popularity with both law enforcement officers and mobsters alike.

279L

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BERETTA PISTOL

Land impact: 16

(none if worn)

Accurate range: 20m
Base Damage: 20%

Cartridge: .380ACP/9x17mm Corto

Action: Blow back

Muzzle velocity: 750 fps

Feed system: 7+ 1-round box magazine

The Beretta Model 1934 is a compact, semi-automatic pistol which was issued as a standard service firearm to the Italian armed forces.

249L

M24R SMG

Land impact: 47

(none if worn)

Accurate range: 50m
Base Damage: 35%

Cartridge: .45 ACP

Action: Blowback, open bolt

Muzzle velocity: 1220 fps

Feed system: 30 round box

The M24R Sub-Machine Gun is a highly concealable Sub Compact Weapon system capable of engaging threat personnel with a high volume of lethal force while accurately firing at close range with minimal collateral damage.

289L

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M98 TRENCH GUN

Land impact: 13

(none if worn)

Accurate range: 20m
Base Damage: 30%

Cartridge: 12-gauge

Action: Pump action

Muzzle velocity: 1200

Feed system: 5 round tubular magazine

The Winchester M98 trench gun is a pump-action shotgun with an external hammer and tube magazine, used by American soldiers, police, and hunters.

269L

UNSC MS7 SMG

Land impact: 4

(none if worn)

Accurate range: 100m
Base Damage: 40%

Cartridge: 5×23mm M443 Full Metal Jacket

Action: Gas-operating, rotating breech

Muzzle velocity: 1400 fps

Feed system: 50 round drum magazine

The M7S Sub-Machine Gun is a personal defense weapon issued to the UNSC Armed Forces. The M7S is fitted with a smart-linked scope to assist target acquisition; the barrel is integrated with a muzzle flash suppressor and sound suppressor which makes it suitable for stealth operations.

299L

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PERMISSIONS

All firearms are no copy, yes transfer.

If your firearm is no modify, your purchase includes 1 free fitting (to adjust the size of the weapon to your avatar's hand).

ENGRAVING SERVICES
To engrave some words on the weapon (eg. put your name on the texture of the gun), there is a 200L fee.

 

Bleeding

Gunshot victims will continue to bleed and receive secondary damage over a period of time, until they receive first aid or medical aid.

Generally, the Health meter will drop by 20% to simulate bleeding,

  • for every 15 min, if shot at close range (a few meters)

  • for every 30 min, if shot at medium range

  • for every 45 min, if shot at further than 15m

The bleeding can be stopped with the use of any of the following items for treatment.

(Or if you buy the script to put into your own items).

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Stop bleeding

This item can be put in locations such as clinics, dispensaries, sick bays, or given to the town doctor. One use of First Aid by the injured party will stop the bleeding. (Note: To restore Health, use Paramedic Kit / Bag or your own item enabled with [TREAT] script.)

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Restore health

Bleeding will also be stopped if the Paramedic Kit is used to restore Health to 100%. Owner can self-treat, or may require a second sitter (medic) depending on how owner has configured the Kit.

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Medical aid

Bleeding will also be stopped if the Paramedic Bag is used to restore Health to 100%. May require 2 users (1 medic and 1 patient) depending on how owner has configured the Bag.

If you are roleplaying as medical personnel you may request for complimentary supply of first aid, if your sim-owner / parcel-owner agrees to list your medical institution in a directory in my in-world store and website.

Burns

 

Exposure to fire cause burn injuries.

The amount of health damage sustained depends on the size of the fire and distance between the victim and the heat source (usually the centre of the fire). Based on these two factors, a heat factor is derived.

Mesh fire with Modify and Copy perms is free upon request with purchase of the INJURY add-on.

For Sim Package buyers, emergency services personnel can request for complimentary copy.

Non-modify version made by other creator is also available for free on Marketplace.

The INJURY add-on uses a sensor every 5 seconds to automatically

- detect fires within 6m of the REALLY NEEDY HUD (non-physical objects named "SMOKE")

- detect the size of the fire and distance to the HUD wearer

To minimise usage of sim resources you may wish to turn off the fire-detection sensor using the chat command "/burnoff" when not roleplaying fire scenes. Say "/burnon" to turn on the sensor. The default is on.

Falling from heights

 

Falling from a height may cause internal and external injuries.

The amount of health damage sustained depends on the height fallen.

The table below is a guide; it is possible that your avatar sustains lesser damage than shown. (Take it as luck?)

The INJURY add-on uses a sensor every half-second to automatically detect when the avatar has fallen from a height.

To minimise usage of sim resources you may wish to turn off the fall-detection sensor using the chat command "/falloff" when not roleplaying scenes involving falling from a height. Say "/fallon" to turn on the sensor. The default is off.