Quote:
Originally Posted by cbk1994
This is a really neat trick, but I'm curious why you'd prefer this over a serverside onPlayerEnters?
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Mostly picked it up from using it on gmaps, since I can throw it in a class and put it in levels on an overworld, snap it with x = int(this.x/64)*64; and it will still warp players out of specific levels on the gmap, since onPlayerEnters() doesn't work. I also just find it more reliable since it will persist even after the initial entering the level.