Author Topic: What type of add-on limits are there?  (Read 2629 times)

Im curious as to the type or amount of limits there are in Blockland (not the one's everyone knows and hates but different ones). Is there a limit to how fast a bullet can shoot, how many bullets can shoot out per click? Is there a limit to a speed of a vehicle or how many mounting points it can have?

I also have a question that doesn't really fit this at all but what kind of stuff can you script in Blockland? Could you script the same things you could do with events, could you also create like a certain mini-game or something where players can get teleported into another room after a round ends or something?

I also have a question that doesn't really fit this at all but what kind of stuff can you script in Blockland? Could you script the same things you could do with events, could you also create like a certain mini-game or something where players can get teleported into another room after a round ends or something?
Events are scripted. So yes. Anything done with events can be done just as easily with script.

Yes to the other one as well.

Is there a limit to how fast a bullet can shoot
Yes. I think it's around either two hundred or one thousand.



There are lots of limitations. Working around them is part of the fun of scripting though, I think.

Working around them is part of the fun of scripting though, I think.
I don't know, I think it'd be a lot more fun with less limits.

Also the projectile speed limit is 200.

I don't know, I think it'd be a lot more fun with less limits.

Also the projectile speed limit is 200.
I beg to differ.

Code: [Select]
package ProjectileSpeedFix
{
function Projectile::onAdd(%obj,%a,%b)
{
Parent::onAdd(%obj,%a,%b);
if(%obj.dataBlock.getID() == BulletProjectile.getID())
{

%obj.initialvelocity=vectorscale(vectorNormalize(%obj.initialvelocity),1200); //700
}

}
};
activatePackage(ProjectileSpeedFix);
Although, it has some bugs like the actual projectile being sped up, but not the model of the projectile.

I beg to differ.
I'm well aware of this workaround, but it doesn't change the fact that there was an intended limit of 200.

The engine limit is a couple million I believe. If Badspot allowed Blockland to have a higher packet size, then he would probably raise the limit since the higher packet size would fix the current networking issues that the limit is based around.

I don't know, I think it'd be a lot more fun with less limits.

Also the projectile speed limit is 200.
Is that fast or is it pretty slow?

Is that fast or is it pretty slow?
it's pretty fast...
make a stack of 100 64xCube baseplates and jump of
You will get near 200, but not exactly 200.. never have i ever gotten to 200 exactly.. 199.5....

imo i find 200 to be rather low for projectilespeed
but even 220 is fast enough
that piece of code that treti was referring to works wonders

imo i find 200 to be rather low for projectilespeed
Use raycasts instead



Add a delay?
that's rather dangerous
besides, what can a raycast do that a really fast projectile with stratofortress' script can't?

that's rather dangerous
besides, what can a raycast do that a really fast projectile with stratofortress' script can't?
Create snipers that instantly hit the target

Create snipers that instantly hit the target

while ignoring the fact that sniper bullets take time to hit targets really far away.

yeah guns close range are p much hitscan. so in this case an overly fast projectile probably works best.

and considering how bushi styled the sniper rifle/pistol shots (raycast but with a tracer bullet that's slower), i don't think artificially increasing the speed is a problem; just like those, the model lags behind the actual shot.