Need player to die when walk below certain elevation
by Nmuta Jones · in Torque Game Engine · 06/26/2009 (8:31 am) · 9 replies
I need a simply solution to cause a player to die if they go below a certain elevation.
I have a HUGE world so I can't use waterblocks or lava or whatever.... i just want to have pits where if you go below a certain level, you die.
I can't use damage because it should apply to people who walk into the pit, not just people who fall.
Please advise, thanks.
I have a HUGE world so I can't use waterblocks or lava or whatever.... i just want to have pits where if you go below a certain level, you die.
I can't use damage because it should apply to people who walk into the pit, not just people who fall.
Please advise, thanks.
About the author
Lead Developer for MediaBreeze Multimedia
#2
06/26/2009 (9:07 am)
Which player update logic should I put it in? I don's see any player.onTick() function or any function that seems to be called repeatedly and is not based on a callback.
#3
I was thinking engine-side here. If staying script-side, triggers are probably the easiest solution (other than some ugly hack schedule-based stuff).
06/26/2009 (10:09 am)
I was thinking engine-side here. If staying script-side, triggers are probably the easiest solution (other than some ugly hack schedule-based stuff).
#4
Ah, BTW, you probably could also use the mission area here. Just set the area appropriate and check for the player height in onMissionAreaLeave.
06/26/2009 (10:11 am)
Ah, BTW, you probably could also use the mission area here. Just set the area appropriate and check for the player height in onMissionAreaLeave.
#5
06/26/2009 (10:45 am)
Triggers are an elegant solution, because you can set several different areas (for example, you might want some pits to be shallower than others, etc.).
#6
06/26/2009 (11:18 am)
Thanks for the input, guys. Triggers seem to be the best solution. I was worried about making them so big, but if big triggers will not slow things down too much, then I can implement that.
#7
I don't recall any problems when I experimented with massively sized triggers...
06/26/2009 (8:54 pm)
Triggers are definitely the easiest and most versatile in usage, though I've done something like Rene's suggestion for using the Mission Area before that worked well.I don't recall any problems when I experimented with massively sized triggers...
#8
06/27/2009 (1:35 am)
i would definitely use a trigger/triggers.
#9
06/27/2009 (10:19 am)
Yep. Using very very large triggers and they work fine. Seems to be the best thing in terms of optimizing engine performance rather that schedules which I agree would be an ugly and unnecessary hack.
Associate Rene Damm
If it's a fixed height for the entire level, just make it part of the player update logic.
Otherwise place one or more triggers. These can cover huge areas if needed.