Aw, v3 breaks loading in general. I don't want to pursue the offset anymore. While loading the $loadoffset is "0 0 1000", but it doesn't affect where the bricks load for some reason, even when loading default builds.
The reason I added the offset was for coolness factor, and the fact that w/o it you can plant bricks only halfway into the ground. Which is funky and not cool.
why not fakekill, then delete bricks when you killbrick(); something?
That's possible. But as soon as .delete is called the brick is deleted, so it'd have to be on a delay.
So something like:
%brick.fakekillbrick(getRandom(1,2) SPC getrandom(1,2) SPC getRandom(1,2),1);
%brick.schedule(750,"delete");
Would work, but while it's being fakekilled, the brick would still technically exist. So someone could hammer the brick multiple times while it's still there. I could modify the
hammer to bypass 'deleted' the brick, but I could not modify every other brick deletion tool.
If I could change the brick typemask and remove BrickAlwaysType form the brick while deleting it, it would work, but I don't think I can do that.
Another option would be to create a copy of the original brick, delete the original, and then run killbrick() on the unplanted copy. Dunno if that plays the animation though.
I went with the brick copying route.
I also removed the offset stuff for v4.