Author Topic: AFK Pods [4 pics] (First real gallery topic and 100th post)  (Read 1726 times)

I built these a week or so ago, but they were destroyed by TheToxicRadio. I was given, then, the opportunity to rebuild its events in a more efficient way.

Here's how it looks on the outside, with one pod occupied. The door on the end uses setPlayerTransform to send me alone (using the old name variables) to the control room, so that I can't be followed through the doors. This also makes it quicker getting up/down.



Here is a view from inside one of the pods. The bulb light comes on when the door is closed, and turns off once it is opened again. When the lever is pulled to shut the door by someone other than myself, the player is teleported inside so that people can't simply walk by and close all the doors.



This is the control room. The bars indicate occupied pods, and the printed ramps set a camera, to make sure those that are occupied actually have somebody in them. I can then use the levers to operate the doors from here. The other printed ramps set cameras in various parts of the bedroom, so that I can look around if I'm in here at the time. Despite the fact that I can simply spy on people (since I'm usually hosting when I have this available) I get much greater enjoyment from using player cameras.



There is a lever in the corner on the floor of the control room that turns down and then disables all levers (which also closes all the doors), changes indicators to black, and turns off the outside light indicators. When clicked by someone other than me, rather than saying "Occupied", the doors say "Out of order". I can click on them and they open breifly, so that I can get inside to change events, or I can switch the lever on when I'm bored, all three are full, and I want them to come back and notice that they're now trapped in a little box (muahaha). That lever can also be used to reset the pods if some of them have gotten stuck closed with a green light or open with a red light, etc.



Give me some feedback on what you like about it and what I could improve on, and mention possible issues that I might fix. If my server is up, this will usually NOT 'cause I made even better ones kinda in progress :3 --be in it.
« Last Edit: July 19, 2009, 06:36:35 PM by xC »

Pretty cool, I just don't see the use of these kind of things because people could just go AFK anywhere.

Still cool though.

Pretty cool, I just don't see the use of these kind of things because people could just go AFK anywhere.

Still cool though.
I enjoyed creating them. That, I believe, is the purpose of building anything.

Also, it's nice if people want to visually indicate they're AFK, instead of standing in a random spot and sometimes confusing people, or making them wonder if they crashed, etc.

It's pretty cool.

You made a simple build and made it a bit more advanced using events.

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Cool, I hope you don't mind I kind of did something similer but mine was more simple

Are you going to put the save when your done xC?


brickcount?


121, excluding the extra cameras placed in the bedroom.

What happens if you die or quit the server while inside the pod?

If you use onPlayerTouch -> Self -> cancelEvents and then set events for onPlayerTouch with delay 400 or more, you can have them trigger when players stop touching the brick - for instance, being dead.


What happens if you die or quit the server while inside the pod?

If you use onPlayerTouch -> Self -> cancelEvents and then set events for onPlayerTouch with delay 400 or more, you can have them trigger when players stop touching the brick - for instance, being dead.
When I notice a red light, I'll sometimes check and see if they're still there with a camera, and open the door from the control. (or just open the door since it allows me, and go in if nobody's there, and pull the lever myself)

I'm not sure exactly what you're saying, though. I know what you mean, but I'm having trouble with how that would work out.

Edit, so when touched, it starts a delayed event to reopen the door, and cancels it (while starting a new delayed one) if they touch it again before the delay is over? I have never used cancelEvents before, so does that output cancel an event that is being triggered simultaneously?
« Last Edit: July 16, 2009, 01:15:14 PM by xC »

When I notice a red light, I'll sometimes check and see if they're still there with a camera, and open the door from the control. (or just open the door since it allows me, and go in if nobody's there, and pull the lever myself)

I'm not sure exactly what you're saying, though. I know what you mean, but I'm having trouble with how that would work out.

Edit, so when touched, it starts a delayed event to reopen the door, and cancels it (while starting a new delayed one) if they touch it again before the delay is over? I have never used cancelEvents before, so does that output cancel an event that is being triggered simultaneously?

When touched, it cancels the events, but when someone inside dies, it doesn't, so then the door will open onPlayerTouch (with the 400 delay).

If it is always cancelling events onPlayerTouch, it won't have the chance to open the door, unless it isn't being touched, such as if someone left/died.

When touched, it cancels the events, but when someone inside dies, it doesn't, so then the door will open onPlayerTouch (with the 400 delay).

If it is always cancelling events onPlayerTouch, it won't have the chance to open the door, unless it isn't being touched, such as if someone left/died.
Ah, good, that's what I was trying to say, I just couldn't word it too well. I'll be adding that.


D: you foolish bumper D: