Author Topic: onfakekilledbricktouch  (Read 868 times)

I want somebody to make an event makeing it so if a fake killed brick touches a normal brick, the fakekilled brick or the normal brick does something.
It would be nice if someone made the name "onfakekilledbricktouch" shorter.

This would be really cool for... some things.
You could even make bouncing fakekilled bricks.


So i hope someone makes this for me and all the other people that want this.
I dont care if nobody does it. Just an idea.

I'm pretty sure that with the way the physics system works, it can't detect if a fakekilled brick touches a player.

Yea, it can't. This has been suggested many times, and always rejected as 'Imposable'.

It's impossible to do but you can work around this by timed events.

I made a brick catapult, it 'flew' a 1x1 brick named "brick 1" with physics. Once I figured out the perfect spot the brick would land 90% of the time I set up an invisible 8x8 plate named "brick 2" which I set to explode at a specific amount of time.

This may be the best way to work around.



On activate - named brick- brick 1 - fakekill - 0,0,30

5000 - on activate - named brick - brick 2 - explode




I can make a demo save and release it on gallery for an example to others.
« Last Edit: June 09, 2011, 06:14:09 PM by Lørd Tøny »

please leave the demo it sounds fun to try.



no i just want to see a catapult on blockland and use make some projectiles that do damage.

no i just want to see a catapult on blockland and use make some projectiles that do damage.
Listen, When a brick get's knocked out of place, it's not actually happening.
In fact, YOU, the client on the computer is the only one seeing it from your perspective.
The SERVER that you joined recognizes it as bricks disappearing, and then regenerating.
So it's impossible for a physics brick to fly and damage someone, unless the brick physics was on the SERVER itself.

And in that case, it would be extremely laggy and almost impossible to play.

And the only way to make a working catapult on BL would have to be a bot or a vehicle.

Listen, When a brick get's knocked out of place, it's not actually happening.
In fact, YOU, the client on the computer is the only one seeing it from your perspective.
The SERVER that you joined recognizes it as bricks disappearing, and then regenerating.
So it's impossible for a physics brick to fly and damage someone, unless the brick physics was on the SERVER itself.

And in that case, it would be extremely laggy and almost impossible to play.

And the only way to make a working catapult on BL would have to be a bot or a vehicle.


I've already did this in one of my builds, no the brick itself does not damage someone.

Anyone that has physics turned on will see a brick flying, when it hits the ground it will explode thanks to timed events.

I've already did this in one of my builds, no the brick itself does not damage someone.

Anyone that has physics turned on will see a brick flying, when it hits the ground it will explode thanks to timed events.

Physics has quality levels. And computer performance comes into play.

I guess I have to show you what I mean, I'll make the demo build soon.

Try playing Roblox. It's possible on Roblox since it uses Lua.

Try playing Roblox. It's possible on Roblox since it uses Lua.
Yeah, but it's collision system is worse than Torque's. In fact, it only detects cylinders and cubes.

Try playing Roblox. It's possible on Roblox since it uses Lua.

http://forum.blockland.us/index.php?topic=154324.msg3682004#msg3682004
Quote from: Badspot
Lua is a scripting language.  It has nothing to do with physics.  

This entire topic is just non sequiturs and grossly uninformed arguments.

Locking.

Also, physics is client-sided. Therefore, the physics you see are unique to you, no one else shares the same view of physics you get. Events are server sided. It is the same for everybody. Now because of this, you cannot have a client-sided thing trigger a server-sided thing.