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Reviving "Underground" - Alpha coming?

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M:

If you wanted traps to not be visible for other players, you'd do that in the client mod

The idea is thus:
- You place it, it creates a trigger zone for the trap
- Send a clientcmd to the owner telling them the position and type of trap
- The client mod then creates a staticshape at that position representing the trap

Clients other than that will never be made aware of the trap at all (actually, I'm pretty sure triggers do ghost to the client but it's not something easily available to the average joe; if you really wanted to ensure nothing at all is sent to clients to prevent skiddying you'd have to use position checks on a loop, ie simulate zones, which would probs be kind of slow)
Having "traps" made of bricks would be totally pointless because HEY THIS LOOKS TOTALLY NATURAL especially if they're made of prints given that prints tend to be visible in low light - if you derender the bricks, they're still visible with only a very simple function call or holding a default tool (unless you disable that but hey)



Also, using Mono 2 for color groups is a silly idea. What if someone wants to use it as a color not as a recolorable? Having them set using a color effect (rainbow, because it's a) not commonly used at all in furniture, b) representative of color-shifting) rather than just a color gets around that

lilboarder32:


--- Quote from: M on June 29, 2012, 03:26:40 AM ---If you wanted traps to not be visible for other players, you'd do that in the client mod

The idea is thus:
- You place it, it creates a trigger zone for the trap
- Send a clientcmd to the owner telling them the position and type of trap
- The client mod then creates a staticshape at that position representing the trap

Clients other than that will never be made aware of the trap at all (actually, I'm pretty sure triggers do ghost to the client but it's not something easily available to the average joe; if you really wanted to ensure nothing at all is sent to clients to prevent skiddying you'd have to use position checks on a loop, ie simulate zones, which would probs be kind of slow)
Having "traps" made of bricks would be totally pointless because HEY THIS LOOKS TOTALLY NATURAL especially if they're made of prints given that prints tend to be visible in low light - if you derender the bricks, they're still visible with only a very simple function call or holding a default tool (unless you disable that but hey)



Also, using Mono 2 for color groups is a silly idea. What if someone wants to use it as a color not as a recolorable? Having them set using a color effect (rainbow, because it's a) not commonly used at all in furniture, b) representative of color-shifting) rather than just a color gets around that

--- End quote ---
So as far as traps not being visible, I'm not going to get intense with hiding them. They're there for fun, not to really hurt a player in any way, so there is no reason to truly "watch out" for them. Also, even though the command to show hidden bricks is easy, only a fraction of BL players probably know how to use it, so I'm not going to regard it as a big issue.

And mono-2 is really just a placeholder, as none of the current furniture utilizes that color. The script to implement furniture as purchasable and re-colorable items hasn't been created yet, so we haven't run into that issue :P
As far as an inventory update, it's going well, we've been able to organize everything, create ID's for all gems and colors (for example the ID for an Amber Phallyx could look something like 04:08. Haven't decided the most efficient way yet), and a way to send that from the server to the client is being created right now. I don't have any cool pics to show (yet), but I'll be sure to post when I do.

Oh also another planned feature are explosives which can be created or purchased, which will allow for instantaneous mining of blocks. The bigger the explosive, the bigger the block that can be mined.

Bosie1997:

Do the traps increase in intensity for the other traps?

Either way you're making this perfect. <3

Alphadin:


--- Quote from: Bosie1997 on June 29, 2012, 08:59:03 AM ---Do the traps increase in intensity for the other traps?

Either way you're making this perfect. <3

--- End quote ---
Yes infact, I thought I brought that up.

lilboarder32:


--- Quote from: Bosie1997 on June 29, 2012, 08:59:03 AM ---Do the traps increase in intensity for the other traps?

Either way you're making this perfect. <3

--- End quote ---
Ya so theoretically on the teleport one, the higher the intensity, the farther you can be teleported.

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