Author Topic: Permanent brick damage  (Read 1472 times)

regular brick damage is: destroy a brick, and it fakekills for a set period of time


what would be neat is a server mod where instead, brick damage destroys the brick permanently
(probably by deleting the brick, but without destroying anything on top of it)

should only work in minigames, but if that's not possible, then whatever



so you can have a deathmatch which starts out as a city but ends up as ruins and rubble

how about an option to have damage reset when the minigame resets? or is that already a thing

how about an option to have damage reset when the minigame resets? or is that already a thing
if you mean just resetting their values, that could probably be done easily enough, but actually restoring destroyed bricks would require the server to reload a save

p neat idea, wished for something like this in the past for large-scale TDM's

You can just explode the brick and not have it respawn... There's no reason to delete it. Will save you a lot of hassle when restarting the minigame.

You can just explode the brick and not have it respawn... There's no reason to delete it. Will save you a lot of hassle when restarting the minigame.
There should be a script that does this because if i wanted to do a battle in ACM city, i wouldn't want to event every individual brick.

It should be as easy as setting the brick respawn time to -1. Maybe new slayer supports that?

Slayer has had the option of doing that with the -1 respawn time for like, over a year. Wasn't even a part of the v4 update.

It should be as easy as setting the brick respawn time to -1. Maybe new slayer supports that?
i tried this in blockland via minigame settings, did not work
but aughhh getting slayer just for this feature makes me groan in laziness



maybe have options for no-respawning-freekilling bricks or deleting bricks

i thought a lot of fakekilled bricks, even if the brick physics is off, lags a lot - aka it lags more than the build if it were not fakekilled

i thought a lot of fakekilled bricks, even if the brick physics is off, lags a lot - aka it lags more than the build if it were not fakekilled
thats why there should be a toggle for pure deleting bricks

I made an event for it.

How it works:
onActivate > Self > deleteBrick

The first output parameter is the required trust level for the player clicking the brick. (0 = none, 1 = build, 2 = full, 3 = only you)
The second one is whether it only works in a minigame, so remember to check it.

Once the brick is deleted, it's gone forever unless you have it saved.
Also, DON'T USE /CLEARFLOATINGBRICKS. Build go bye-bye.

Download

I made an event for it.

How it works:
onActivate > Self > deleteBrick

The first output parameter is the required trust level for the player clicking the brick. (0 = none, 1 = build, 2 = full, 3 = only you)
The second one is whether it only works in a minigame, so remember to check it.

Once the brick is deleted, it's gone forever unless you have it saved.
Also, DON'T USE /CLEARFLOATINGBRICKS. Build go bye-bye.

Download
this used to be default until badspot realized it could be used to grief other people's builds (aka wand). his didn't just delete the brick though, it deleted the entire supported stack.

this used to be default until badspot realized it could be used to grief other people's builds (aka wand). his didn't just delete the brick though, it deleted the entire supported stack.
I coulda sworn I'd seen the event default before…

I coulda sworn I'd seen the event default before…
i think it was "killBrick"

I made an event for it.

How it works:
onActivate > Self > deleteBrick

The first output parameter is the required trust level for the player clicking the brick. (0 = none, 1 = build, 2 = full, 3 = only you)
The second one is whether it only works in a minigame, so remember to check it.

Once the brick is deleted, it's gone forever unless you have it saved.
Also, DON'T USE /CLEARFLOATINGBRICKS. Build go bye-bye.

Download
helpful in other things, but i'd prefer something that affected the server as a whole so i don't have to event all bricks

i think it was "killBrick"
I got so confused when that disappeared.
I genuinely questioned my sanity over a missing function in a game about legos.