Author Topic: creating new playerData crashes blockland?  (Read 658 times)

So I was trying to convert a v20 gamemode to the new v21 format, but when I was testing the mod to make sure it still worked, blockland crashed when it was loading the scripts.

It crashed right after this line, saying "Could not find parent PlayerFuelJet for type PlayerData":
datablock PlayerData(NewPlayer1 : PlayerFuelJet)

How can I fix this?

Either Fuel-Jet player is not enabled or you're using the wrong datablock name for it. The crash is because since it doesn't inherit from fuel-jet player and doesn't have the shapeFile field defined in the new datablock.

Also, why are all the bricks that are placed below the ground level having to collision?

Also, why are all the bricks that are placed below the ground level having to collision?

Um, what? They're "having to collision"?

Could you please rephrase that? What do you mean, exactly?

Um, what? They're "having to collision"?

Could you please rephrase that? What do you mean, exactly?
I mean that whenever I try to stand on a brick that was placed under the slate ground (which I deleted on purpose), i just fall through and get weird graphical glitches.

I mean that whenever I try to stand on a brick that was placed under the slate ground (which I deleted on purpose), i just fall through and get weird graphical glitches.

You're not meant to be under the ground at all. Don't delete the ground plane.

You're not meant to be under the ground at all. Don't delete the ground plane.
It does that even when the ground plane isn't deleted.

It does that even when the ground plane isn't deleted.

You're not meant to be under the ground at all.


Well I want players to be able to go any reasonable distance in any direction. How far up can I teleport a player so that will be possible?

Well I want players to be able to go any reasonable distance in any direction. How far up can I teleport a player so that will be possible?

It only starts getting buggy at 999999+. You have ~2,000,000 studs up/down with that limit, so it shouldn't be a problem.

It only starts getting buggy at 999999+. You have ~2,000,000 studs up/down with that limit, so it shouldn't be a problem.
That should do just fine.