Author Topic: DeleteAboveBricks and LoadSave events.  (Read 2533 times)

This would be very useful for adventure things. Example:








EDIT: And to expand on this idea, how about a playertype that is exactly like the no jet playertype except it freezes the player and makes them invincible when bricks are ghosting/loading?
« Last Edit: July 22, 2014, 01:50:40 AM by Crispy_ »


I've been thinking about something similar to this, but don't expect results out of me.

technically this could also bypass the brick limit in a way

technically this could also bypass the brick limit in a way
How exactly can it do that?

How about when the save is loaded, any nearby people with that player type are frozen until the save is done being loaded?

EDIT: Finished the deleteUpBricks event.
« Last Edit: July 24, 2014, 10:21:09 AM by jes00 »

This is meant to be for singleplayer but yeah that's what I wanted, being frozen until bricks are done loading. Also should make them invincible too so baddies can't hurt you while you load.

Vanish comes into mind.

OT: yes plz

For the event, would you like a list of save files or would you like a text box that you just put the save file's name into?

For the event, would you like a list of save files or would you like a text box that you just put the save file's name into?

The former seems like it'd mess up existing saves that use the event if you add/remove a save in a certain way.

Yeah it would be best if it was a text box.

Also could you make the script in a way that we can easily edit where the saves are located so we can package the event into a gamemode, along with the saves?
« Last Edit: July 25, 2014, 07:50:46 AM by Crispy_ »

To be honest, this can be done with the relative doPlayerTeleport to a place a long distance away.

If it is just to reduce the lag, this is a perfect solution.
Although it may be possible the player has to ghost the new area (if it is put too far away), all the other times it works seamlessly.

It also reduces stress on the server as it does not have to load a whole room every time you walk through the door.
If that room is too big, the player has to stop each time to wait on the bricks to load too.

To be honest, this can be done with the relative doPlayerTeleport to a place a long distance away.
Please, just do this, for several reasons:

1.  Blockland used to have a deleteBrick event but it was removed because it could be used it ways that results in bricks you didn't have full trust with being deleted. Any recreation of it is likely to be failed

2. This would only be usable in single player, as traveling through a door to delete the bricks would forget over anyone else still in that room

3.
It also reduces stress on the server as it does not have to load a whole room every time you walk through the door.
Continuously deleting and reloading the same bricks is silly. Although it would be less of a problem considering it would only work on single player, it still results in more downtime, you'll have to reload the area every single time you leave and come back to it, whereas with using teleport to distant areas, you only have to load it the first time you go there

4. It's much easier to set up a simple teleport, than making a ton of individual saves, and matching their names up

5.
This is meant to be for singleplayer but yeah that's what I wanted, being frozen until bricks are done loading. Also should make them invincible too so baddies can't hurt you while you load.
How about when the save is loaded, any nearby people with that player type are frozen until the save is done being loaded?
There is no serverside function to tell when a client is done loading bricks
« Last Edit: July 28, 2014, 03:43:43 PM by Headcrab Zombie »

For teleporting you could have the player imobile for a few moments and have a "Loading..." in center print on the screen while bricks ghost

5. There is no serverside function to tell when a client is done loading bricks
There's no function for when the brick's are done being ghosted, but there is one for when the save is done being loaded.