rope bridges no Gravity required (now with rope ladders).
Posted: Thu Sep 22, 2011 7:01 pm
I was going to hijack this thread instead of making my own on the same subject but I think my version needs a fresh start and not be held back by 'a non descriptive title created by a user with a single post not to mention that 2 posts /115 view ratio wasn't helping it none.
I know everyone has been asking about rope bridges or ziplines or some funky thing that FC would have to code for gravity or physics making sure he don't rip a hole in the space time continuum. but WE ARE OVER COMPLICATING IT. We don't need a bridge to sway in the breeze or break if the line gets cut (but reenacting temple of doom would be fun on a multiplayer). but I digress. We want a thin cool looking way to get from point A to point B that is not a straight line.
rope bridge
Block that is 1/4 high (hatch height) using the OMNIslab code the block could be associated to the top or bottom section of the block area. This gives the player freedom to make the long swooping bridges look with out the gaps or bulges that the halfslab/block combo gives and FC doesn't have to add gravity for a single item:). Hell just add omniblock code to the hatch that would give the same effect with out taking a block id.
1:Interesting methods of movement fitting the vMC+btw playstyples without breaking the game.
2:It is K.I.S.S. - 'look ma no gravity'.
3:use as a rope ladder - Using rope logic if you click on an anchor with the rope bridge in hand it will keep adding to the ladder until you reach ground, giving you a free standing ladder that has 180 degrees of usage unlike the default.
4:uses existing "logic/code" FC already build for BTW - no need to recreate the wheel.
5:additional use for rope and corner blocks. (I know rule #3)
6:Extra points if you could load the pulley with them-- may be require a double-pulley? (I know FC don't want to touch the code, that's why this is extra credit.)
NOTE: I don't know how interchangeable code is so I have tried to avoid using "simply this or Simply that" but still want to point out out similarities in the request to what has been done with the vMC code in the past.
I know everyone has been asking about rope bridges or ziplines or some funky thing that FC would have to code for gravity or physics making sure he don't rip a hole in the space time continuum. but WE ARE OVER COMPLICATING IT. We don't need a bridge to sway in the breeze or break if the line gets cut (but reenacting temple of doom would be fun on a multiplayer). but I digress. We want a thin cool looking way to get from point A to point B that is not a straight line.
rope bridge
Block that is 1/4 high (hatch height) using the OMNIslab code the block could be associated to the top or bottom section of the block area. This gives the player freedom to make the long swooping bridges look with out the gaps or bulges that the halfslab/block combo gives and FC doesn't have to add gravity for a single item:). Hell just add omniblock code to the hatch that would give the same effect with out taking a block id.
1:Interesting methods of movement fitting the vMC+btw playstyples without breaking the game.
2:It is K.I.S.S. - 'look ma no gravity'.
3:use as a rope ladder - Using rope logic if you click on an anchor with the rope bridge in hand it will keep adding to the ladder until you reach ground, giving you a free standing ladder that has 180 degrees of usage unlike the default.
4:uses existing "logic/code" FC already build for BTW - no need to recreate the wheel.
5:additional use for rope and corner blocks. (I know rule #3)
6:Extra points if you could load the pulley with them-- may be require a double-pulley? (I know FC don't want to touch the code, that's why this is extra credit.)
NOTE: I don't know how interchangeable code is so I have tried to avoid using "simply this or Simply that" but still want to point out out similarities in the request to what has been done with the vMC code in the past.