Author Topic: Way to detect sealed structures under water.  (Read 1130 times)

For use as under water bases and such, to detect whether or not the submerged structure is sealed and if it is sealed to remove the water from it.

Water as in the water bricks or the water you can make from the environmental controls?

Either way this would be really cool.

Actually sounds possible; say you completely enclose a cubic structure underwater, the one large water block would now be split into 6; all of them positioned and scaled so they don't interfere with the interior your structure.

Actually sounds possible; say you completely enclose a cubic structure underwater, the one large water block would now be split into 6; all of them positioned and scaled so they don't interfere with the interior your structure.
Except when you have a huge structure under water you will get hundreds of water blocks.

Except when you have a huge structure under water you will get hundreds of water blocks.
True, but invisible objects in blockland are probably next to bricks in terms of how much they cost, could probably have many of them without problems.

True, but invisible objects in blockland are probably next to bricks in terms of how much they cost, could probably have many of them without problems.
Water blocks aren't invisible. They have a blue overlay and a water texture.

Water blocks aren't invisible. They have a blue overlay and a water texture.
Could probably create a duplicate with no visible properties.

But then the top layer would overlap at times anyway..

Currently not really possible I guess.

« Last Edit: November 04, 2012, 07:10:55 AM by Conservative »

It would be easier to create a zone inside the structure that cancels the effects of the water zone

It would be easier to create a zone inside the structure that cancels the effects of the water zone

This easily.


Currently not really possible I guess.



Doubting your doubt.

I suggested this before, Lol.

But I still agree with your notion.

Don't bricks remove water where they're placed? Or does the water still exist inside them?

It really isn't possible.

If you stack zones on top of each other, they all multiply their effects and don't really cancel out well.
Water zones force a blue overlay, crouching, and allow shift/space height controls.
You can't really undo that by slamming another zone on top of that

http://forum.blockland.us/index.php?topic=140962.0

It really isn't possible.

If you stack zones on top of each other, they all multiply their effects and don't really cancel out well.
Water zones force a blue overlay, crouching, and allow shift/space height controls.
You can't really undo that by slamming another zone on top of that

http://forum.blockland.us/index.php?topic=140962.0
What about overwriting player::onEnterWater (whatever the real function is) and only parenting it when the player's position is not inside the given areas

What about overwriting player::onEnterWater (whatever the real function is) and only parenting it when the player's position is not inside the given areas

because functions like onEnterWater are post-functions that don't actually control the event, they just provide a trigger by which the event can be detected.
Water physics are imbedded in the engine and can't really be overwritten

New water physics in the engine.