Author Topic: Buildbot w/ Events OR Client Duplication  (Read 1536 times)

I would get how this might be nearly impossible, but can it be done?
Either that or client-loaded duplications. I don't know if that exists yet

I'd love to have this so I can load arcade games/evented houses onto servers without having to make them every time

Nevermind, duplorcator does have client saving and loading, but buildbot with events would still be nice to have. Some servers don't have the duplorcator, and still use duplicator. Also, some servers just don't have either of them.

Simply not possible without a server sided mod.
The only way a client may apply events to a brick is if their .wrenchbrick is connected to an existing brick. The only way this can be done is by wrenching a brick.

it would be too difficult to get buildbot to have AI to manually wrench every brick once the build is complete
not to mention that eventing bricks that are surrounded would be impossible

The only solution would be to have Buildbot wrench the bricks as they are planted but it will cause issues with events referencing named bricks which haven't been placed yet.

If you only have a couple of bricks with events in them that you need events from, you can attempt to use BuildBot's event loading system.  Basically it will give you a list of the bricks in the save file that have events and will let you copy those events to your clipboard, but I warn you that the feature has been pretty much neglected since launch and no one has ever given me any feedback on it.

would it be possible for it to highlight clientsidedly the brick that needs to be evented, then you go to it, and it automatically applies the events?

would it be possible for it to highlight clientsidedly the brick that needs to be evented, then you go to it, and it automatically applies the events?

The system that parses the save file looking for events is completely separate from the rest of buildbot, it has no concept of the actual build.  Additionally, people may want to load a set of events from a save without actually loading the bricks in it.  BuildBot itself doesn't really have a concept of the actual build either, it just goes through a set of motions that hopefully results in a completed build with some additional error checking built in if you enable it.  There is a reason a lot of your controls are locked while using buildbot (rotating camera, moving your ghost brick, etc).  BuildBot isn't advanced enough to understand how what it is actually building compares from what it is supposed to build and correct errors.
« Last Edit: July 15, 2015, 04:17:39 AM by Nexus »

I kind of figured buildbot just forgot about everything and treated it like a macro, but would it be possible to try and save positions of bricks that have events and tell the player where they are?
maybe with a dot on the screen pointing to where the brick is

I kind of figured buildbot just forgot about everything and treated it like a macro, but would it be possible to try and save positions of bricks that have events and tell the player where they are?
maybe with a dot on the screen pointing to where the brick is

BuildBot can only figure out where bricks are relative to your ghost brick, but it doesn't have any ability to figure out where your ghost brick is in world space.  The best it could do is move your ghost brick so it overlaps the brick that needs eventing.  BuildBot needs to be rewritten from the ground up to track your ghost brick and understand world coordinates.

well first off that would be pretty damn useful if it 'highlighted' the event target brick with the ghost brick

alternately, use a sort of aimbot mechanism to lock onto the target brick, and maybe some mechanism to check if there's a brick in the way - then just automatically fire the wrench and paste the events in when you get close

alternately, use a sort of aimbot mechanism to lock onto the target brick, and maybe some mechanism to check if there's a brick in the way - then just automatically fire the wrench and paste the events in when you get close
from what it sounds like, buildbot only knows positions relative to where the ghost brick is/started from, and has no idea where the player is in relation to that

well first off that would be pretty damn useful if it 'highlighted' the event target brick with the ghost brick

alternately, use a sort of aimbot mechanism to lock onto the target brick, and maybe some mechanism to check if there's a brick in the way - then just automatically fire the wrench and paste the events in when you get close
This still wouldn't entirely work:
1. Named bricks. Bricks would have to all be named before they could be evented.
2. Pathfinding. Now instead of just standing there and flinging a bunch of bricks up, your character now has to move through half-loaded builds, or fully loaded ones, to try and find it's way to a certain brick, that is, if it can even be reached.
3.
from what it sounds like, buildbot only knows positions relative to where the ghost brick is/started from, and has no idea where the player is in relation to that
It doesn't even know where the ghost brick is either. It just knows where all the bricks are relative to where the ghost brick started. (e.g. 37 5 15.6 from starting point, need to move to 35 5 15.6, shift brick -2 0 0)

It just knows where all the bricks are relative to where the ghost brick started. (e.g. 37 5 15.6 from starting point, need to move to 35 5 15.6, shift brick -2 0 0)
you just said that i'm wrong and then repeated what I said
lol, such shenanigans

as I was saying, it knows where all the bricks are in relation to where the ghost brick is/started from, because it's the one moving the ghost brick around
if it moved it one brick up from the start, it should know it's 1 brick up from the start, and the start 1 is one brick down from where it is right now

you just said that i'm wrong and then repeated what I said
lol, such shenanigans
I didn't say you were wrong. I was using your post as a point as  to why it wouldn't work.