I think that if a CE changes to player 1 on explosion of player 1, player 1 should be able to move again. Currently, player 1 can't move if this occours.
Note that I ONLY request this for "explosion of <player element>". Other occourances when player 1 is created could be cheating (for example, after a delay of 90 seconds. If the player dies, he should not be revived when this event happens)
For other purposes besides "explosion of <player element>", an additional CE action could be useful: Revive player
Revive player
Moderators: Flumminator, Zomis
I think that when creating a player-element from a "explosion of player" the player should ALWAYS be revived. Other occations would require a "revive action" to revive the player.Tomi wrote:Why separate explosion of player from other situations? An action "revive player" that could be used anywhere (including explosion of player) should provide the same functionality with less code.
The point of seperating those is: When a player explodes he always dies. So when creating a new player after such an explosion is always to bring back the player to life.
Of course, it could be solved as you suggest.
That would be interesting in multiplayer team levels. You could make it so that one player could revive a dead player.Sascha wrote:funny action![]()
what about mouth-to-mouth resuscitation?
By the way, where would the dead player revive to? If it revives to the same location, that could be deadly. I think that there should be some way to set where to go after revival.
Maybe execute the "Revive Player" CE action without having the CE action actually place the player on the field.
Then, employ teleportation technology to place the player somewhere.
Actually, it would be nice if there was a "Revive Player and Place In Old Location" option (with a shorter, better name if possible) and a "Revive Player but Don't Place It" (also with a shorter, better name if possible).
The H. World levelset can be downloaded from http://www.bd-fans.com/RnD.html -- search The H. World on that page.
By the way, the mouth-to-mouth resuscitation has been a joke.
But now, the idea is very interesting.
Alan made "Zelda" for R'n'D, if the player dies there it lies on the
ground but doesn't disappear (I hope anybody played Zelda for R'n'D?).
With the action "Revive player by another" it could be similar.
The player lies on the pavement - dead. Another player arrives and revives
the player by....
(a list of ideas, don't know if realisable)
- ...collecting and dropping anywhere (
)
- ...pushing/entering/snapping a.s.o.
- ...pushing/entering/snapping a certain element
- ...killing another player (team-mode,
get the soul)
- ...killing yourself (
)
But now, the idea is very interesting.
Alan made "Zelda" for R'n'D, if the player dies there it lies on the
ground but doesn't disappear (I hope anybody played Zelda for R'n'D?).
With the action "Revive player by another" it could be similar.
The player lies on the pavement - dead. Another player arrives and revives
the player by....
(a list of ideas, don't know if realisable)
- ...collecting and dropping anywhere (


- ...pushing/entering/snapping a.s.o.
- ...pushing/entering/snapping a certain element
- ...killing another player (team-mode,

- ...killing yourself (


With the CE action "Revive player [player]" ANY of these would be possible, since there's already a whole list of possible CE conditions.Sascha wrote:With the action "Revive player by another" it could be similar.
The player lies on the pavement - dead. Another player arrives and revives
the player by....
(a list of ideas, don't know if realisable)
- ...collecting and dropping anywhere (![]()
)
- ...pushing/entering/snapping a.s.o.
- ...pushing/entering/snapping a certain element
- ...killing another player (team-mode,get the soul)
- ...killing yourself ()