| Blockland Forums > Suggestions & Requests |
| Client Sided Health Monitor |
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| Teneksi:
--- Quote from: jes00 on January 15, 2014, 08:19:47 AM ---blocked information. --- End quote --- I feel like there's a difference between "hard to read from your end" and intentionally "blocked" If it works the way I think it does, health only matters on the client who has it. When it reaches 0, they die. I don't know if there's any way for a different client to tell how much it would take to kill them. Contrary to what I just said: There is the player health variable, which might indicate it's not bound to the client, but is in fact in the 'physical' player's data. I don't know about client-sided, but I'm sure a server mod could do it. |
| Port:
Clients know the health of every player, but accessing that information from TorqueScript is blocked in the engine. |
| jes00:
--- Quote from: Eksi on January 15, 2014, 11:52:18 AM ---I feel like there's a difference between "hard to read from your end" and intentionally "blocked" If it works the way I think it does, health only matters on the client who has it. When it reaches 0, they die. I don't know if there's any way for a different client to tell how much it would take to kill them. Contrary to what I just said: There is the player health variable, which might indicate it's not bound to the client, but is in fact in the 'physical' player's data. I don't know about client-sided, but I'm sure a server mod could do it. --- End quote --- There is a difference. But it's blocked. Not hard to read from the client's end. Just like Port said. Yes, a server mod could do it very easily. |
| Greek2me:
Why /are/ so many things blocked on the client? Most of it doesn't make any sense. |
| Teneksi:
--- Quote from: jes00 on January 15, 2014, 12:52:04 PM ---Yes, a server mod could do it very easily. --- End quote --- Has that been done? Could above-name health bars be implemented? |
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