Blockland

Blockland

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Wrench Dialog Explained
Av Demian
All those drop-down lists! So many radio buttons! CHECKBOXES! What do I do with all of this?!
   
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The Dialog and the Buttons
The Wrench tool is used for two things: adding and removing events from bricks and changing brick properties. This guide is about brick properties. To read more about events see my other guide:
http://gtm.you1.cn/sharedfiles/filedetails/?id=204740992#

This is what the Wrench dialog looks like.



In the blue window bar it says Demian - [BL_ID: 10334]. This means that:
  • This brick is owned (was planted) by a client named Demian.
  • This brick's owner's Blockland Identification Number (Commonly shortened as BLID.) is 10334.
That would be me. I planted this brick.

In the top right corner is an X button which closes the dialog without applying the changes made. In the bottom left corner is a <<Cancel button. This does the same thing as the X button.

In the bottom middle is an Events button. It opens the Wrench Events dialog.

In the bottom right is a Send>> button. This button saves all changes made in the dialog, applies them to the brick, and closes the dialog.
Brick Name and Copy checkbox
Here's the window again for reference.


The Brick Name text field is used to give the brick a name that can be used in events. Using brick names events can be applied in one brick but the effects of these events happen in another brick. The name does not have to be unique.

The Copy checkbox saves the specific setting to your "clipboard". You use this to copy properties from one brick to another.
Light and Emitter
Here's the dialog again for reference.


Lights are, as one might expect, lights that can be attached to bricks. They make the area around the brick brighter. Each brick can have one light. Some lights are brighter than others, some lights have no flare (that starry shiny glow thing), and there are even lights that do not have a light at all, just the flare!

Emitters are various effects. Again, one per brick. These effects range from fire to grass, lasers to water bubbles and everything in-between. Something worth noting is that emitters go through bricks and players.

Emitter Dir(ection) defines the direction the set emitter is being shot towards. For some emitters like fog this property has no effect at all while with lasers it is very important. The directions are as follows:
  • U: Up
  • D: Down
  • N: North
  • E: East
  • S: South
  • W: West
Item
Here's the dialog again for reference.


Anything that you can pick up is an Item. Even the tools (Hammer, Wrench and Printer) in your inventory are items. Most items appear in your inventory when you walk over them but some don't. This field allows a single item to be spawned on this brick.

Item Pos(ition) defines on which side of the brick the selected Item is spawned. The positions are the following:
  • U: Up
  • D: Down
  • N: North
  • E: East
  • S: South
  • W: West

Item Dir(ection) defines which way the Item is facing. The directions are the same as above except you can't make items face up or down.

Item Respawn Time is the amount of seconds it takes the Item to appear on the brick again after someone has picked it up.
Ray Casting, Collision, and Rendering
Here's the dialog again for reference.


Ray Casting is something Blockland uses to detect projectile (bullet, basketball etc.) hits. If you turn it off in a brick you can shoot through the brick with weapons.

Collision means touching. If you turn it off you can walk through the brick. Note that turning it off will not allow you to shoot bullets through it! It will only prevent players and bots (horse, row boat, bot hole bots etc.) from passing through the brick.

Rendering means visibility. If you turn off Rendering the brick will turn invisible.

TIP: Vehicle "force fields"
Turning off Ray Casting will allow vehicles (jeep etc.) to pass through! Keep Collision enabled to make "force fields" that prevent players from passing but allow vehicles.

These three brick properties are completely separate from one another. You can make an invisible brick that only allows players to walk through it but not weapon fire or vehicles. How about an invisible bridge by turning off Rendering but keeping Collision on?


Magic!
1 kommentarer
CatPatter 21 feb, 2015 @ 19:30 
Great guide. I was confused wondering what some of that stuff was before but now i understand it all, thanks.