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Parkour implementation safety save 2
This is just a safety save in case the code gets too broken to fix.
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@@ -1,4 +1,20 @@
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# Configuration values for droppers
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# Configuration values for mini-games
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parkour:
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# Whether grouped dropper arenas must be played in the correct sequence
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mustDoGroupedInSequence: true
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# Whether records won't be registered unless the player has already beaten all arenas in a group. That means players
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# are required to do a second play-through to register a record for a grouped arena.
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ignoreRecordsUntilGroupBeatenOnce: false
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# Whether players should be made invisible while playing in a dropper arena
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makePlayersInvisible: false
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# The blocks compromising parkour arenas' kill planes. Add any materials you want to use for the "bottom" of your
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# parkour arenas.
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killPlaneBlocks:
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- LAVA
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- MAGMA_BLOCK
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dropper:
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# Whether to block using the shift key to drop faster than the intended drop speed
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blockSneaking: true
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@@ -34,14 +50,6 @@ dropper:
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# pushing each-other if in the same arena.
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disableHitCollision: true
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# This decides how far inside a non-solid block the player must go before detection triggers (-1, 0). The closer to -1
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# it is, the more accurate it will seem to the player, but the likelihood of not detecting the hit increases.
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liquidHitBoxDepth: -0.8
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# This decides the distance the player must be from a block below them before a hit triggers (0, 1). If too low, the
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# likelihood of detecting the hit decreases, but it won't look like the player hit the block without being near.
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solidHitBoxDistance: 0.2
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# A whitelist for which blocks won't trigger a loss when hit/passed through. The win block check happens before the
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# loss check, so even blocks on the whitelist can be used as the win-block. "+" denotes a material tag.
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blockWhitelist:
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@@ -56,4 +64,12 @@ dropper:
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- +BANNERS
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- +BUTTONS
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- +CORALS
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- +WALL_CORALS
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- +WALL_CORALS
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shared:
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# This decides how far inside a non-solid block the player must go before detection triggers (-1, 0). The closer to -1
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# it is, the more accurate it will seem to the player, but the likelihood of not detecting the hit increases.
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liquidHitBoxDepth: -0.8
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# This decides the distance the player must be from a block below them before a hit triggers (0, 1). If too low, the
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# likelihood of detecting the hit decreases, but it won't look like the player hit the block without being near.
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solidHitBoxDistance: 0.2
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