Mod idea: blocks for making racing events #6349

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opened 2024-02-25 18:26:34 +00:00 by whosit · 4 comments
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Could be just a "start" block that will start your timer and "finish" block that will stop the timer and show other people's times.

Can be activated by just punching them, but that will limit the uses.

I wanted to make an event where people have to stay above the floor as long as possible... would be nice if I can fill the bottom of the area with "stop" triggers (all connected to one "finish" block to keep time?)... In this case players should just pass through them to activate them (and land in water).

So, not sure what's the best implementation is...

Could be just a "start" block that will start your timer and "finish" block that will stop the timer and show other people's times. Can be activated by just punching them, but that will limit the uses. I wanted to make an event where people have to stay above the floor as long as possible... would be nice if I can fill the bottom of the area with "stop" triggers (all connected to one "finish" block to keep time?)... In this case players should just pass _through_ them to activate them (and land in water). So, not sure what's the best implementation is...
whosit added the
1. kind/enhancement
label 2024-02-25 18:26:46 +00:00
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this sounds like it'd be prone to lag, the same way that pipeworks detecting tubes aren't reliable when there's lag.

this sounds like it'd be prone to lag, the same way that pipeworks detecting tubes aren't reliable when there's lag.
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Kinda amazing that game engine does not have moveresult analog for players...
But if entity is attached to a player, could that work as a sensor for nodes? Could work for pressure plates too maybe?

Kinda amazing that game engine does not have `moveresult` analog for players... But if entity is attached to a player, could that work as a sensor for nodes? Could work for pressure plates too maybe?
Author
Member

But if entity is attached to a player, could that work as a sensor for nodes? Could work for pressure plates too maybe?

meh, if entity is attached, moveresult does not have collision info...

> But if entity is attached to a player, could that work as a sensor for nodes? Could work for pressure plates too maybe? meh, if entity is attached, moveresult does not have collision info...
Member

Kinda amazing that game engine does not have moveresult analog for players...

https://github.com/minetest/minetest/issues/13541 (and a few issues linked therein)

But if entity is attached to a player, could that work as a sensor for nodes? Could work for pressure plates too maybe?

attached objects (players and entities) should assume very little - e.g. their position and drawscale are controlled by their parent, not by anything they can control. those values lie when you're attached, but you can at least query your parent.. but there's also no easy way to figure out your position even if you know your parent.

> Kinda amazing that game engine does not have `moveresult` analog for players... https://github.com/minetest/minetest/issues/13541 (and a few issues linked therein) > But if entity is attached to a player, could that work as a sensor for nodes? Could work for pressure plates too maybe? attached objects (players and entities) should assume very little - e.g. their position and drawscale are controlled by their parent, not by anything they can control. those values lie when you're attached, but you can at least query your parent.. but there's also no easy way to figure out your position even if you know your parent.
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Reference: your-land/bugtracker#6349
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