Help with TNT Run plugin.

Discussion in 'Plugin Development' started by Pr07o7yp3, Sep 26, 2013.

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    Hi there,
    I'm writing TNT Run plugin.
    We already made an arena and I'm almost done with the plugin but I have a little problem.

    I decided to make a short video to explain the problem. Please check it and if you can and want help me. :) Ty.

    BTW, my code:
    1. final Block downBlock = event.getTo().getBlock().getRelative(BlockFace.DOWN);
    2. if (downBlock.getType() == Material.SAND || downBlock.getType() == Material.GRAVEL)
    3. {
    4. getServer().getScheduler().scheduleSyncDelayedTask(this, new Runnable() {
    5. @Override
    6. public void run() {
    7. if (downBlock.getType() != Material.AIR)
    8. {
    9. World tntWorld = getServer().getWorld(TNTRun_World);
    10. Block blockTNT = tntWorld.getBlockAt(downBlock.getX(), downBlock.getY() - 1, downBlock.getZ());
    11. tntWorld.playEffect(blockTNT.getLocation(), Effect.SMOKE, 4);
    12. downBlock.setType(Material.AIR);
    13. blockTNT.setType(Material.AIR);
    14. }
    15. }
    16. }, 10L);
    17. }
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    ZeusAllMighty11 Retired Staff

    You should do a proximity check, so when the player jumps from a specific height, and lands, the nearest affected blocks according to the player's exact location (to the hundredths of the double), and compare to nearest block.
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    Could you do the same thing without jumping down a level? Like, just getting really lucky and stopping on the edge a block so that it doesn't fall?
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    Can you help me with any code? I know what I have to do but my math is bad. :s
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    I think personally, what I would do would be to start removing blocks around the player if they stand still for a certain period of time.
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    I think I fixed it. :)
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    Sorry about the necropost, but could you post your solution code? I'm stuck on this.
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    Forge_User_45064837 Retired Staff

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    bwfcwalshy Thanks! Pr07o7yp3 Could you please post your solution? I think I'm almost there but I'd like to see what you did out of curiosity. Thanks in advance!
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    I don't have the actual solution, but I'd personally use some kind of anti-camp, so if they haven't moved significantly far for a few seconds, it sets a random velocity to them.
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    I just check while player is staying afk on a place, then i remove some blocks around him. :)
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