Players that easly glitch break through protected walls when there are small lags, doors without lags, or a celling to easly fall into the buildnings.
Its too easy to get through everyting, except unbreakable things
why not make everything to unbreakable, then set the drop level when a player is poiting a block that is able to break?, namely uprotected and allowed by can_dig
same for buildable_to, so players can't glitch climb by placing blocks in protected areas
Make everything unbreakable!
- sorcerykid
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Re: Make everything unbreakable!
The unbreakable group is set in the node definition, and cannot be applied to a single instance of a node in world.
Your idea has merit, but what you are suggesting would require an internal engine change. Perhaps one possible solution would be the addition of a param3, with bits for buildable, breakable, climbable, and walkable that could be inherited from the node definition, and thus resolved entirely on the client-side.
Your idea has merit, but what you are suggesting would require an internal engine change. Perhaps one possible solution would be the addition of a param3, with bits for buildable, breakable, climbable, and walkable that could be inherited from the node definition, and thus resolved entirely on the client-side.
- Wuzzy
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Re: Make everything unbreakable!
That would be actually almost trivial to code. Just assign the player a hand which can't dig anything. The Lua API upports custom settable hands since a while.
Okay, there's a small problem: Nodes with the group dig_immediate can still be dug, no matter what.
Okay, there's a small problem: Nodes with the group dig_immediate can still be dug, no matter what.
- sorcerykid
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Re: Make everything unbreakable!
The player needs to be able to dig areas that they own. But due to client-side prediction, such checks would be very difficult to implement on the server side (even given my solution above)
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