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I'm working on an anti-camp plugin by tracking the position of the players. Works good so far, only problem is that as punishment I want to kill the camping player but I could not find a way of doing that without side effects in FreezeTag.
Using slay/slap commands let the player immediately respawn instead of freezing them. The only thing killing and freezing the player is:
minqlx.client_command(player.id, "kill")
but that has a nasty side effect, a lot of the time the then frozen players can run around and shoot other players, which is funny to watch but not really what I would like to have.
As Mino would say: 'game logic should never be done in a thread'.
You should refactor the game logic to a function that is decorated by @minqlx.next_frame, for example:
I tested my script yesterday and it works great. Just working on tweaking the logic now, not easy to do a proper anti-camp. :)
I have another question, is there a way of detecting if a player is currently swimming in water? Because movement is slower in water I need to use different values in that case.
I'm working on an anti-camp plugin by tracking the position of the players. Works good so far, only problem is that as punishment I want to kill the camping player but I could not find a way of doing that without side effects in FreezeTag.
Using slay/slap commands let the player immediately respawn instead of freezing them. The only thing killing and freezing the player is:
minqlx.client_command(player.id, "kill")
but that has a nasty side effect, a lot of the time the then frozen players can run around and shoot other players, which is funny to watch but not really what I would like to have.
Here is a video of me running around frozen:
https://www.youtube.com/watch?v=coIJxsoany4
I guess the problem is that the kill command needs to be synched with the game logic but I don't know how to achieve that.
Any help would be appreciated.
Cheers,
niewi
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