northeaster345
Legacy Supporter 8
- Joined
- Jun 10, 2012
If there were a way to make the TNT block disappear after 10 seconds (if not detonated, and if in a region you don't have permissions for), and the placement cooldown was 20 seconds, you wouldn't be able to place more than one at a time.
Perhaps make it active when placed - if you are placing it in a region you don't have permissions for. You should have enough time to run away if you start by placing it far enough away from yourself. Actually - this would solve the pillaring issue too. Because you'd want to get the F away from your TNT after placing it.
Yea - this could be an issue, but the miners would have to light the TNT somehow. Perhaps make a miner skill called "Fuse" that triggers a long fuse on the TNT. This would give players enough time to run away. This also be mutually exclusive with the "make active when placed" method. So long as TNT_PLACEMENT_COOLDOWN>REMOVE_TNT_TIME>TNT_FUSE_TIME, this method could work and be the best.
I don't think is completely impossible to code, but think about how much more complicated this is, it can displace water blocks, it can allow you to block jump, not to mention breaks regions, and for how much gain? And what if you have multiple miners working together? With 3 miners you could make a staircase upwards. It just breaks a lot of things for a skill that in my opinion is unnecessary and overpowered.
If you're saying make it active when placed, that's the same as summoning an active TNT entity
In any case I have to work, and should stop procrastinating, the skill you propose is unnecessary, would break plugins, would allow griefing, and would be too strong.