Anti-Spawnkilling

Author Topic: Anti-Spawnkilling  (Read 2423 times)

'new' changes? Before you could make it a hundred or thousand second loop!

Trader's solution is far better than using my safe zones for spawn points. People would just run inside the safe zone when they're being attacked, and camp there.

Zor already made one though and it works the same way as Trader's idea. It seems trader got the idea from Zor's kill box dm.

I've never seen spawn invincibility / invisibility.  I haven't played Zor's killbox DM in ages.

What ever could you just release it Zor?

I've never had a problem with it. Explain?

If you do make a ten second looping "Door" event to spam bricks, you'll notice that the brick becomes partially visible, and wandable, for a very short time. It'll get annoying, but it is possible to wand these. If you're having a problem with people doing it, limit the amount of events they can make with the server prefs. (Read the Help File)

What actually stops people doing the same with Badspot's events? When I asked, Wedge said it would be "very annoying for someone to make all the bricks and give them different names" but it's still easily possible to make an AutoSpammer code macro.

You can't shoot through de-collisioned bricks, you can wand them normally.
You can't wand bricks that use the killbrick event because they are destroyed as if they were hit by a hammer.
You can wand bricks that use a looping fakekill event. Fake kill simulates minigame style brick destruction. The fraction of a second they re-appear before blowing up again is when you can hit them. Just wait for them while holding down the fire button, you'll hit them eventually. This is also true for disappearing bricks, except you hit them while they are fading in or out of existence.

Perhaps.  But I think disabling the player's ability to fire and making them invulnerable for the first couple seconds might be more effective.
^Best solution^
Just make the player invulnerable for 5-10 seconds so he/she can find cover if needed.

Dammit Zor why won't you release it?

Many people on this forum can't even install the Editor, never mind use it...
I had a ton of trouble getting the game to run it. In the end, I wrote a function to individually exec each of the files.

Are you joking?

You just add -mod editor to the command line in the shortcut blockland uses, or you can just shove it on the end of the $defaultGame pref in main.cs. Try writing a function to exec the rest of your brain, first.