| Blockland Forums > Suggestions & Requests |
| Way to detect sealed structures under water. |
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| 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. |
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