Author Topic: Approaching a problem  (Read 4419 times)

Alright folks, just a little problem solving and I'm trying to figure out the most efficient way of going about it.

I've got an instance where I know I'm going to be sending a player into something that would otherwise kill them (i.e. shot at high velocity towards a wall) but still want them to survive the impact without giving them excess health, changing their playertype, or disabling their ability to trigger events such as 'onImpact' or 'onPlayerTouch'

a scripted in superjump if you will. Not the fall so much as the quick stop at the end, yknow?

How to go about giving them a stay of execution or get out of damage free card?

something simple as an event sequence? A client side mod? something else??

Is this an in game situation?  If so, you can send the player through a zone brick, and use the setvelocity output event to cancel the movement.

You could package armor::damage and set a variable on the player that makes them take no damage until you set the variable to something else.