Search found 214 matches
- Wed Apr 04, 2012 23:25
- Forum: Old Mods
- Topic: [Mod] Drowning [drowning]
- Replies: 64
- Views: 27395
How come there is no splash when you first enter the water. Because I didn't think of it. That and there is a little bit of a delay and I don't care to check how fast the player enters the water to see if it make sense to play a splashing sound. The gasping sound is only to give the player feedback...
- Wed Apr 04, 2012 23:21
- Forum: Partly official engine development
- Topic: better 'minetest.get_connected_players'
- Replies: 3
- Views: 1563
better 'minetest.get_connected_players'
This should work better than using 'minetest.env:get_objects_inside_radius' though you could have cycled through 'minetest.object_refs' if you wanted all the objects. local connected_players = {} minetest.register_on_joinplayer(function(obj) connected_players[obj:get_player_name()] = obj end) minete...
- Wed Apr 04, 2012 23:16
- Forum: Feature Discussion
- Topic: Cycling through nodes
- Replies: 9
- Views: 2642
add this to your minetest.conf file: server_unload_unused_data_timeout = 3600 This should make it so that mapblocks are unloaded after an hour: You may need to add these too (increase the numbers to fit the size of your machine): # from how far client knows about objects active_object_send_range_blo...
- Mon Apr 02, 2012 13:44
- Forum: Old Mods
- Topic: [Mod] Node ownership [node_ownership]
- Replies: 84
- Views: 48803
Why didn't you just copy the init lua section for what happens when a player without build privileges tries to remove a node. I don't think you need to patch the server.cpp Because there is no such section unless something had changed in the last few days. I'm in the process of moving and my comput...
- Thu Mar 29, 2012 22:16
- Forum: Problems
- Topic: Iron not spawning try this
- Replies: 28
- Views: 7231
Sorry I had the wrong file it is supposed to be mapgen.cpp not server.cpp. And yes you must compile the source code to affect this change and make a new map. You can also just add this to the default/init.lua file if you don't want to mess with the source code. It will add a little more iron around ...
- Wed Mar 28, 2012 20:00
- Forum: Old Mods
- Topic: [Mod] Growing [growing]
- Replies: 8
- Views: 8898
- Wed Mar 28, 2012 18:54
- Forum: Old Mods
- Topic: [Mod] Drowning [drowning]
- Replies: 64
- Views: 27395
- Tue Mar 27, 2012 23:30
- Forum: Old Mods
- Topic: [Mod] Drowning [drowning]
- Replies: 64
- Views: 27395
- Tue Mar 27, 2012 23:18
- Forum: Old Mods
- Topic: [Mod] Drowning [drowning]
- Replies: 64
- Views: 27395
- Tue Mar 27, 2012 21:53
- Forum: Old Mods
- Topic: [Mod] Drowning [drowning]
- Replies: 64
- Views: 27395
- Tue Mar 27, 2012 20:36
- Forum: Old Mods
- Topic: [Mod] Drowning [drowning]
- Replies: 64
- Views: 27395
- Tue Mar 27, 2012 15:15
- Forum: WIP Mods
- Topic: [Demo Mod]Sound Block Example
- Replies: 47
- Views: 14234
- Mon Mar 26, 2012 23:33
- Forum: Partly official engine development
- Topic: New function: minetest.after(time, func)
- Replies: 5
- Views: 2853
I found another issue with this function. Had to change the line: minetest.timers[index] = nil to: table.remove(minetest.timers,index) and it worked. here is the full code: minetest.timers_to_add = {} minetest.timers = {} minetest.register_globalstep(function(dtime) for _, timer in ipairs(minetest.t...
- Mon Mar 26, 2012 22:48
- Forum: Partly official engine development
- Topic: New function: minetest.after(time, func)
- Replies: 5
- Views: 2853
New function: minetest.after(time, func)
Can I make a small suggestion? Add a variable for passing params to the function minetest.timers_to_add = {} minetest.timers = {} minetest.register_globalstep(function(dtime) for indes, timer in ipairs(minetest.timers_to_add) do table.insert(minetest.timers, timer) end minetest.timers_to_add = {} fo...
- Mon Mar 26, 2012 02:00
- Forum: WIP Mods
- Topic: [Mod] Quick bed mod
- Replies: 68
- Views: 18596
- Sun Mar 25, 2012 21:50
- Forum: Old Mods
- Topic: [Mod] Drowning [drowning]
- Replies: 64
- Views: 27395
- Sun Mar 25, 2012 18:40
- Forum: Old Mods
- Topic: [Mod] Drowning [drowning]
- Replies: 64
- Views: 27395
- Sun Mar 25, 2012 17:16
- Forum: Old Mods
- Topic: [Mod] Drowning [drowning]
- Replies: 64
- Views: 27395
- Sun Mar 25, 2012 17:12
- Forum: Problems
- Topic: Removing health off player?
- Replies: 7
- Views: 2423
- Sun Mar 25, 2012 16:43
- Forum: Old Mods
- Topic: [Mod] Drowning [drowning]
- Replies: 64
- Views: 27395
[Mod] Drowning [drowning]
Drowning Damage Description: NOW WITH SOUNDS! I haven't had time to test this just yet. I'm not sure if the function IsPlayerUnderWater() is right. I think that the position you get from the player is at the feet and if you add one node up you get where the head is. If someone knows otherwise let m...
- Sun Mar 25, 2012 16:16
- Forum: Problems
- Topic: Removing health off player?
- Replies: 7
- Views: 2423
I think you have completely taken the wrong strategy here. All of your code should be run from the ServerEnvironment::step function like jn said and you should not be calling sleep at all (it will cause the whole server to stop for those 2 seconds). I think it should be possible to do what you want ...
- Sun Mar 25, 2012 16:10
- Forum: Old Mods
- Topic: [Mod] Node ownership [node_ownership]
- Replies: 84
- Views: 48803
- Sat Mar 24, 2012 18:43
- Forum: Problems
- Topic: Removing health off player?
- Replies: 7
- Views: 2423
- Sat Mar 24, 2012 18:39
- Forum: Old Mods
- Topic: [Mod] Node ownership [node_ownership]
- Replies: 84
- Views: 48803
I'll take a closer look when I get some time. Edit: Everything seems to be working on my sample server. I did fix a bug with the /list_areas command. I left out the 'return true' that told the server that my mod handled the command so it gave the error with that, but it still worked. It should be no...