Suggestion Open

[Feature Request] Toggleable place and break setting for Block Detector trigger

#3514 opened by Unknown 3 years ago

Unknownreported this suggestion

When using the trigger Block Detector, players are allowed to break blocks at the function location. As is described in the triggers description. My request would be to make the breaking and placing of blocks toggleable for Block Detector.

Backstory: One of our dungeon rooms is completed once the player finds and places a candle on the correct position. However on this position already three candles are placed. The player must place the fourth candle. But due the behaviour of said trigger, the player can destroy the already placed candles and then re-place a dropped candle to trigger the function. Thus the player completes the room without ever finding the candle.

This would also fix the problem we're facing when we want to allow the players to lit candles to trigger functions. Right now the function is triggered with Block Detector when players lit the candles, but players can also destroy the candles due the Block Detector.

Unknowncommented

Hey there. So what you described is actually not how the block detector is supposed to work... once the appropriate block is placed in the detector, it's not supposed to let you break it again. Are you by any chance using this with a gate trigger of some kind? The tests I've been doing have shown that the block can't be broken once it has been placed.

Unknowncommented

So what you described is actually not how the block detector is supposed to work... once the appropriate block is placed in the detector, it's not supposed to let you break it again.

Yes and that is working correctly. Once the Block Detector triggers the function you are not able to break blocks again.

However, if the function is not yet triggered, the player can break an already placed block and then place that block again to trigger the function.

I want to prevent the player from breaking blocks at the function location. In our map already three candles are placed on the same block. The player has to find the fourth candle in the room and place it with the other candles.

However due do the Block Detector behaviour, the player can destroy the three placed candles and place one of them again, triggering the function.

Unknowncommented

Ahhh okay, I understand now. I have some working code for this, but I'm concerned about how easy it is to understand.

What I'm thinking of doing is making it so that if the trigger requires a specific block, it will only let you place that specific block there.

For breaking a block, I'm just going to add an option for allowing or disallowing breaking the block that was placed there. How does that sound?

Unknowncommented

Ahhh okay, I understand now. I have some working code for this, but I'm concerned about how easy it is to understand.

What I'm thinking of doing is making it so that if the trigger requires a specific block, it will only let you place that specific block there.

For breaking a block, I'm just going to add an option for allowing or disallowing breaking the block that was placed there. How does that sound?

That would be great because it would make our puzzle setup less complex and opens the door to new possibilities.

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