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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