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  #1  
Old 06-12-2010, 02:37 PM
xAndrewx xAndrewx is offline
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Non-Player Block

Is there any way to make the player none blocking? So the player is still there but you can walk through them (without making the level nopkzone)
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  #2  
Old 06-12-2010, 02:56 PM
DustyPorViva DustyPorViva is offline
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Nope
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  #3  
Old 06-12-2010, 03:09 PM
xAndrewx xAndrewx is offline
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Ah x-x

damn
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Old 06-12-2010, 03:52 PM
Entrok Entrok is offline
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Something like this?

Anti-Blocking Script

was posted 07-16-2007 by HolySheepy

Quote:
Originally Posted by HolySheepy View Post
Hi,

so there was this Spar Room, but outside of the Spar the people where annoyed because they were blocked by other people. So i made this script.

Credits
  • Misconception - for helping me with testing it
  • kc/KirbyZen - for helping me with testing it
  • Tortoise - for allowing me to make it public
  • The people on these forums, that told me to use player.level.name instead of player.level

This Script was made for Delteria and was first used there. But you can use it on your server if you want.

If you find any bugs, let me know.

This script was styled with the /style command of the rc, so don't blame me for styling :P

this.includelevels = if you have this.exmode = 1; this is a list of levels where the script will be enabled

this.excludelevels = if you have this.exmode = 0; this is a list of levels where the script will be disabled

this.disabledzones = a list of arrays
format for each array: { level, startx, starty, endx, endy }
if the players x and y are in startx/starty and endx/endy then the script will be disabled

PHP Code:
//#CLIENTSIDE
function onCreated() {
  
this.oldx = -1;
  
this.oldy = -1;
  
this.oldkeydown = { 000};
  
this.includelevels = { "kaljun_sparcomplexmain.nw" };
  
this.excludelevels = { };
  
this.disabledzones = { { "kaljun_sparcomplexmain.nw"17.51743.532 } };
  
this.exmode 1;
  
// Ex Modes:
  // 0 - Used in every Level except for those in this.excludelevels
  // 1 - Used only in Levels of this.includelevels
  
setTimer0.05 );
}
function 
onTimeout() {
  
this.speed player.shieldpower == 0.6 0.5;
  
this.modx = { 0, -this.speed0this.speed };
  
this.mody = { -this.speed0this.speed};
  
this.cmodx = { 000};
  
this.cmody = { 002};
  
this.mods = { "y""x""y""x" };
  if ( 
checkLevel() == true ) {
    if ( 
checkDisabled() == true) {
      
setTimer0.05 );
      return ;
    }
    for ( 
0this.modx.size(); i++ ) {
      if ( 
keydown) ) {
        if ( 
this.oldkeydown] == ) {
          
this.oldkeydown] = 1;
        } else {
          if ( 
this.(@ "old" this.mods] ) == player.(@ this.mods] )) {
            if ( !
onwall3player.0.5 this.modx], player.this.mody], 2) && testplayer2player.0.5 this.modx] + this.cmodx], player.this.mody] + this.cmody] ) != -) {
              if ( 
player.ani != "walk" ) {
                if ( 
player.ani == "grab" || player.ani == "pull" ) {
                  if ( 
keydown) ) {
                    
setTimer0.05 );
                    return ;
                  }
                }
                if ( 
checkTiletypesplayer.0.5 this.modx], player.this.mody], 22, { } ) == true ) {
                  
setani"sit""");
                }
                else if ( 
checkTiletypesplayer.0.5 this.modx], player.this.mody], 22, { 1112 } ) == true ) {
                  
setani"swim""" );
                }
                else {
                  
setani"walk""" );
                }
              }
              
player.+= this.modx];
              
player.+= this.mody];
            }
          }
        }
      } else {
        if ( 
this.oldkeydown] == )
          
this.oldkeydown] = 0;
      }
    }
  }
  
this.oldx player.x;
  
this.oldy player.y;

  
setTimer0.05 );
}

function 
checkDisabled() {
for ( 
czthis.disabledzones ) {
    if ( 
cz] == player.level.name ) {
      if ( 
player.x in cz], cz] | && player.y in cz], cz] | )
        return 
true;
    }
  }
  return 
false;
}

function 
checkLevel() {
  switch ( 
this.exmode ) {
    case 
0: {
        return ( !( 
player.level.name in this.excludelevels ) );
      }
      break;
    case 
1: {
        return ( 
player.level.name in this.includelevels );
      }
      break;
  }
  return 
false;
}

function 
onwall3startxstartycheckwcheckh ) {
  return ( 
checkTiletypesstartxstartycheckwcheckh, { 202122 } ) );
}

function 
checkTiletypesstartxstartycheckwcheckhtilec ) {
  
this.foundw 0;
  if ( 
tiletypestartxstarty in tilec ) {
    
this.foundw 1;
  }
  if ( 
this.foundw == ) {
    for ( 
cx startxcx startx checkwcx += 0.1 ) {
      for ( 
cy startycy starty checkhcy += 0.1 ) {
        if ( 
tiletypecxcy in tilec ) {
          
this.foundw 1;
          break;
        }
      }
    }
  }
  return ( 
this.foundw );
}

function 
testplayer2checkxchecky ) {
for ( 
pplayers ) {
    if ( 
player.id != p.id )
      if ( 
checkx in p.1.5p.| && checky in p.0.5p.| )
        return ( 
p.id );
  }
  return ( -
);

p.s.: maybe i will do some optimization and post a updated version
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  #5  
Old 06-12-2010, 05:20 PM
xAndrewx xAndrewx is offline
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hmm, thanks. that's like a custom movement though
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Old 06-12-2010, 05:24 PM
fowlplay4 fowlplay4 is offline
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Stefan really needs to implement:

player.blockagain() and player.dontblock()

Then a lot of door-blocking problems could be fixed and not require a GP to settle it.
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Old 06-12-2010, 05:34 PM
xAndrewx xAndrewx is offline
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Yeah, I agree
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Old 06-12-2010, 08:23 PM
cbk1994 cbk1994 is offline
the fake one
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Quote:
Originally Posted by fowlplay4 View Post
Stefan really needs to implement:

player.blockagain() and player.dontblock()

Then a lot of door-blocking problems could be fixed and not require a GP to settle it.
Or better yet, player.setShape.
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Old 06-12-2010, 08:27 PM
salesman salesman is offline
Finger lickin' good.
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all of the above
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Old 01-13-2011, 07:44 AM
Lance Lance is offline
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Pardon the necromancy, but did any player-(non)blocking functions get added since this post? Even something simple like clientside functions to control whether or not other players are blocking without having to declare the whole level a clientside nopkzone would be fantastic.
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Old 01-13-2011, 07:44 AM
Tigairius Tigairius is offline
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Quote:
Originally Posted by Lance View Post
Pardon the necromancy, but did any player-(non)blocking functions get added since this post? Some clientside function to control whether or not other players are blocking without having to declare the whole level a clientside nopkzone would be fantastic.
To my knowledge, no they haven't.
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  #12  
Old 01-13-2011, 07:49 AM
DustyPorViva DustyPorViva is offline
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noplayeronwalls() doesn't even work clientside, it sucks :/
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Old 01-13-2011, 07:55 AM
Lance Lance is offline
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Quote:
Originally Posted by Tigairius View Post
To my knowledge, no they haven't.
Drat!

Quote:
Originally Posted by DustyPorViva View Post
noplayeronwalls() doesn't even work clientside, it sucks :/
Even something simple like that (as long as I could toggle it on and off at will, anyway) would be fine for my purposes. Stefan, please add it!
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  #14  
Old 01-13-2011, 08:07 AM
Cloven Cloven is offline
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Quote:
Originally Posted by fowlplay4 View Post
Stefan really needs to implement:

player.blockagain() and player.dontblock()

Then a lot of door-blocking problems could be fixed and not require a GP to settle it.
Quote:
Originally Posted by cbk1994 View Post
Or better yet, player.setShape.
^The above pretty much sums it up. This would be very useful and help to make gameplay much more dynamic.
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Old 01-13-2011, 08:40 AM
adam adam is offline
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Nice features. Please add.
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