Blockland Forums > Suggestions & Requests
Way to detect sealed structures under water.
<< < (3/3)
Nexus:
It really isn't possible.

If you stack zones on top of each other, they all multiply their effects and don't really cancel out well.
Water zones force a blue overlay, crouching, and allow shift/space height controls.
You can't really undo that by slamming another zone on top of that

http://forum.blockland.us/index.php?topic=140962.0
Treynolds416:

--- Quote from: Nexus on November 05, 2012, 10:26:14 PM ---It really isn't possible.

If you stack zones on top of each other, they all multiply their effects and don't really cancel out well.
Water zones force a blue overlay, crouching, and allow shift/space height controls.
You can't really undo that by slamming another zone on top of that

http://forum.blockland.us/index.php?topic=140962.0

--- End quote ---
What about overwriting player::onEnterWater (whatever the real function is) and only parenting it when the player's position is not inside the given areas
Nexus:

--- Quote from: Treynolds416 on November 06, 2012, 05:44:44 PM ---What about overwriting player::onEnterWater (whatever the real function is) and only parenting it when the player's position is not inside the given areas

--- End quote ---

because functions like onEnterWater are post-functions that don't actually control the event, they just provide a trigger by which the event can be detected.
Water physics are imbedded in the engine and can't really be overwritten
Mulch:
New water physics in the engine.
Navigation
Message Index
Previous page

Go to full version