Author Topic: Function for Walking  (Read 3929 times)

Walking is an engine handled feature. TQS is too far too slow to handle it as smoothly as it is handled. There is no serversided callback or function for it because walking operates on the client-side with serverside checking to prevent cheating, aside from that the server only relays the position changes and such, and as I said this is all handled through engine code. It makes sense if you think about it.
Yeah but triggers do this too, except they at least have a callback.

Yeah but triggers do this too, except they at least have a callback.
Triggers have a torque handled tick, too. If the engine were to call that callback every time someone moved the torque code wouldn't be able to run fast enough and it would cause a huge pileup.


Walking is an engine handled feature. TQS is too far too slow to handle it as smoothly as it is handled. There is no serversided callback or function for it because walking operates on the client-side with serverside checking to prevent cheating, aside from that the server only relays the position changes and such, and as I said this is all handled through engine code. It makes sense if you think about it.
At one point I was looking for a servercmd for movement. I couldn't see how it would work without it.
If you think about it clientcmdtimescale is completely client sided and can be used to slow your player from a knock back or gravity.

At one point I was looking for a servercmd for movement. I couldn't see how it would work without it.
If you think about it clientcmdtimescale is completely client sided and can be used to slow your player from a knock back or gravity.
clientCmdTimescale actually proves my note about server checking. Try increasing your speed above 1.0, the server will knock you back to where you're supposed to be constantly.

At one point I was looking for a servercmd for movement. I couldn't see how it would work without it.
If you think about it clientcmdtimescale is completely client sided and can be used to slow your player from a knock back or gravity.
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.

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.
I believe Torque only resorts to freeze when the client stops connection with the server. Even if you used a 3rd party program to cut Blockland's network capabilities this wouldn't be useful, lol.


Inb4SpeedHax
The only 'speed hax' that are possible are ones to reduce how fast you go, and as said, it wont save you from impact damage.

I believe Torque only resorts to freeze when the client stops connection with the server. Even if you used a 3rd party program to cut Blockland's network capabilities this wouldn't be useful, lol.

Well, the only way to find out would be to break the rules (pretty sure you're not allowed to mess with that kind of stuff)... though it would be useful to float in the air while building.

Well, the only way to find out would be to break the rules (pretty sure you're not allowed to mess with that kind of stuff)... though it would be useful to float in the air while building.
It's not like Badspot has an anti-cheat feature in Torque. Anyway, since brick movement stuff is relayed through the server you still have that issue. But yeah, it would be boss if you could just float and build instead of using an old autojet mod or doing it yourself.

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.

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.

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.

yea jumping is a bizarre exception

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