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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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