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Respawning Bricks

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Aloshi:

What is the method that weapons use for respawning bricks when they are destroyed in a minigame by a weapon? I need to figure this out for a mod I'm working on...currently it makes the brick count mess up and gets rid of the bricks effects. How does Badspot do it?

Space Guy:

Well, there seems to be these methods:

* fxDTSbrickdata::ondeath(%this,[...unknown arguments]); -- Trigger for hammered/exploded?
* fxDTSbrickdata::onfakedeath(%this,[...unknown arguments]); -- Perhaps minigame death?
* fxDTSbrickdata::explode(%this); -- Explodes as if hit with wand.
* fxDTSbrickdata::killBrick(%this); -- Appears to do the same as above.
Also, Badspot included servercmdBrickCount (as we use a lot of the time) and servercmdRealBrickCount. If you find the $variable for the onPlant/onDeath brick count then you could make it update every 10 or so seconds through the brick tree finding always the correct amount as I assume RealBrickCount does. (But laggier)

Aloshi:

I've attempted most of those commands and spent a long while searching, and I've found a few things out...the current respawn system just makes the brick "invisible" and then uses setcollide(0);...just need a way to hide it.

MrPickle:

Set the paint to invisible.

Aloshi:

There is no invisible paint. Besides, the thing isnt a paint pack!

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