Poll

Physics v2?

MOST DEFINATELY!!!
30 (48.4%)
Sure
8 (12.9%)
Maybe
12 (19.4%)
No
6 (9.7%)
Horrible idea "Yum Pie"
6 (9.7%)

Total Members Voted: 62

Author Topic: Blockland Physics v2  (Read 10560 times)

This is possible with events.
OnRelay > Self > FakeKillBrick
OnRelay > Self > FireRelayUp
OnFakeKilled (or something like that) > self > fireRelay
Then when it is fakekilled, it sends a relay up and hits the one ontop of it, which fakekills and sends one to the top of it, and keeps going. Hard to understand?
O = brick

O - same as below
O - same as below
O - is fakekilled due to line 1 of events and due to line 2 it sends one up to that one^
O - is fakekilled and sends relay up
O
Hurrah!

This is possible with events.
OnRelay > Self > FakeKillBrick
OnRelay > Self > FireRelayUp
OnFakeKilled (or something like that) > self > fireRelay
Then when it is fakekilled, it sends a relay up and hits the one ontop of it, which fakekills and sends one to the top of it, and keeps going. Hard to understand?
O = brick

O - same as below
O - same as below
O - is fakekilled due to line 1 of events and due to line 2 it sends one up to that one^
O - is fakekilled and sends relay up
O
Hurrah!



This is why we need a event duplicator.

It's known as Copy in the Event menu


This is possible with events.
OnRelay > Self > FakeKillBrick
OnRelay > Self > FireRelayUp
OnFakeKilled (or something like that) > self > fireRelay
Then when it is fakekilled, it sends a relay up and hits the one ontop of it, which fakekills and sends one to the top of it, and keeps going. Hard to understand?
O = brick

O - same as below
O - same as below
O - is fakekilled due to line 1 of events and due to line 2 it sends one up to that one^
O - is fakekilled and sends relay up
O
Hurrah!

I have an easier way, name all the bricks something like "fall"
Then use events like,

OnActivate>>Namedbrick>>Fakekillbrick

Done, then you touch the bottum and the whole thing falls...

But you shouldnt have to use events to make something fall, you should be able to activate "Realistic Physics" in server control, and boom, unstable stuff falls. Meaning if you want to build something without it being collapsible, just uncheck it.


SIT ON MAH LAP AND LET MEH TELL YEH A STORY, MAH BOI.
The way Roblox's physics work (and this is basically the most effective way of doing it, albeit laggiest [I think]), is that every brick is a proper object that is server sided. On Blockland, bricks are basically just effects, and all physics are client sided (which is why you can toggle physics on/off and adjust the quality of the calculations). Doing this would likely result in the same basic lagginess as Roblox suffers from, ruining one of Blockland's nicer points.
Any better ideas?

which is why you can ajust the amount you want to ruin... duhhh

which is why you can ajust the amount you want to ruin... duhhh
God you're stupid. Physics are client side right now, that's legit. It allows players to turn off physics and whatever. To do it the other way is server-side, and that means there's physics NO MATTER WHAT, and you CANNOT ADJUST THEM.

this would require a badspot update, not a simple addon.
Badspot doesn't get updated, silly.



ROBLOX didn't invent physics, Sir Issac Newton did.
Im pretty sure you can't invent physics, you can only discover it and it's properties >_>

When fake-killing bricks was first being implemented there were plans to make a structure collapse if its supports were destroyed as you suggested. However, there are various problems with this, the most prominent one being that you can just saw through a building with a rocket launcher and anyone in it falls, likely to their death if it's a tall building. It would make weapons which can easily destroy large amount of bricks overpowered.
Nice one.


I don't even use physics, but I think they're fine just the way they are.

I only saw two or three people here that actual found the only solution of this without rewrite the current workable physics. I found three solutions, were only two of them would not lag the server or should work not depending on the amount of bricks.
The first one did this guy say:
I have an easier way, name all the bricks something like "fall"
Then use events like,

OnActivate>>Namedbrick>>Fakekillbrick

Done, then you touch the bottum and the whole thing falls...

But you shouldnt have to use events to make something fall, you should be able to activate "Realistic Physics" in server control, and boom, unstable stuff falls. Meaning if you want to build something without it being collapsible, just uncheck it.
Problem here is that it will be a massive lag if it is a lot of bricks and it wont work on too many, because it is a limit in Blockland.

Second one is this:
This is possible with events.
OnRelay > Self > FakeKillBrick
OnRelay > Self > FireRelayUp
OnFakeKilled (or something like that) > self > fireRelay
Then when it is fakekilled, it sends a relay up and hits the one ontop of it, which fakekills and sends one to the top of it, and keeps going. Hard to understand?
O = brick

O - same as below
O - same as below
O - is fakekilled due to line 1 of events and due to line 2 it sends one up to that one^
O - is fakekilled and sends relay up
O
Hurrah!
To describe it more, it is just a fireRelay up on all bricks and the delay makes it lag less. Although, the only problem I saw with this solution is that some bricks would still float in the air, like stuff in the ceiling.

Final solution is the fastest, but I would do it an another way:
Actually, i tried to make this fakeChainKill event, it fake kills the brick and the bricks its supporting.
This one would be split up in two sections, where the first one is like he does, with an event. But I would prefer that you instead use a script that fakeskills all the bricks in an effective way. There could also be possibilities that you could include and exclude players to use this functionality, or only limit them to a minigame.

Also:
No, collision calculation is very inaccurate, especially in torque.
It already exist really accurate collisions, but Torque is doing it the wrong way.