Blockland Forums > Suggestions & Requests

Bowling balls and bowling pins.

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Tudoreleuu:

the problem is that pins have to knock pins down too
therefore fakekill -> no

The Corporation:

we have pins.
check siba's dump.

Zeblote:


--- Quote from: Tudoreleuu on February 20, 2013, 05:00:22 AM ---the problem is that pins have to knock pins down too
therefore fakekill -> no

--- End quote ---
Impossible

-Jetz-:

Since physics are client-side, you couldn't really make a game out of this since A: People with physics off won't see it, B: There's no way to detect on the server where a pin landed, and C: Everyone else can see the pins fall in different ways.


--- Quote from: WALDO on February 19, 2013, 01:59:38 PM ---The projectile should have strong gravity since bowling balls weigh so much.

--- End quote ---
That isn't how gravity works. It's also not how projectiles work because a projectile's gravity setting only goes from 0.0 to 1.0.

WALDO:


--- Quote from: -Jetz- on February 20, 2013, 12:29:37 PM ---Since physics are client-side, you couldn't really make a game out of this since A: People with physics off won't see it, B: There's no way to detect on the server where a pin landed, and C: Everyone else can see the pins fall in different ways.

--- End quote ---
It doesn't matter that physics are client-sided that much and you don't have to make the pins fall on each other either. It could be a certain amount of bricks that are close to the pins that the bowling ball vehicle touches to detect which pins fall. The events would take randomizing into play on what pins fall but in a reasonable way so it would look good and some bricks may trigger the best randomized outcomes. If someone could make a event that allows onVehicleTouch again in some way or another, this could work. Plus about the everyone won't see the same thing, on servers that try to do bowling, they could recommend that everyone uses the same physics settings. If a client chooses not to then it's their fault and they will miss out on the physics.

If someone makes the onVehicleTouch events work or in other ways to see if a vehicle is at a certain spot to trigger events, it would be cool if the vehicle could transfer over it's variables using VCE somehow, stuff like speed and rotation. That way you can detect through events what pins should fall, maybe even without having to use randomized events.

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