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.