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Function for Walking
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Port:

--- Quote from: Chrono on February 01, 2012, 10:18:51 PM ---Even if you reduce it on the client side, it doesn't actually change how fast you're moving. You may appear to be moving slower, but your actual velocity is still unchanged. Thus if you do 0.2 timescale on the client side before you hit a wall/floor, you'll still die of impact damage, even though in your rate of time, you were moving incredibly slow.

Technically you should be able to float at any time (modifying the game through a 3rd party program though), seeing how lagged out players become frozen mid-air.

--- End quote ---

In my "Brick Party", the was a micro-game about getting on a platform quickly to avoid being killed by the floor. This is one of the examples where clientCmdTimeScale can be used as a cheat. People could simply set their timescale to 0.2 and jump in order tostay in the air for a long duration of time (9 seconds compared to normal 2.5 seconds), floating above the deadly floor.
Nexus:

--- Quote from: Port on February 02, 2012, 02:21:48 AM ---In my "Brick Party", the was a micro-game about getting on a platform quickly to avoid being killed by the floor. This is one of the examples where clientCmdTimeScale can be used as a cheat. People could simply set their timescale to 0.2 and jump in order tostay in the air for a long duration of time (9 seconds compared to normal 2.5 seconds), floating above the deadly floor.

--- End quote ---

yea jumping is a bizarre exception
Kalphiter:

--- Quote from: Port on February 02, 2012, 02:21:48 AM ---In my "Brick Party", the was a micro-game about getting on a platform quickly to avoid being killed by the floor. This is one of the examples where clientCmdTimeScale can be used as a cheat. People could simply set their timescale to 0.2 and jump in order tostay in the air for a long duration of time (9 seconds compared to normal 2.5 seconds), floating above the deadly floor.

--- End quote ---
This is absolute bullstuff, it shows how poorly the engine was made.
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