I’ve been typing in the tables for wall mounted nodes in minetest, but this makes for a rather large text file.
I’m wondering if the wall mounted tables exist, but require a different method of access than the ones I use for fixed nodes.
Where is the selection box for wall mounted nodes?
Where is the selection box for wall mounted nodes?
- Attachments
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- identify.zip
- Identifies the node a player is looking at, but not for all node types.
- (10.56 KiB) Downloaded 44 times
Last edited by Zen on Sun Sep 13, 2015 02:15, edited 3 times in total.
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Re: Where is the selection box for wall mounted nodes?
If possible, write a function to generate it for you. Easier to reuse, easier to change, write once, use everywhere.Zen wrote:I’ve been typing in the tables for wall mounted nodes in minutest, but this makes for a rather large text file.
I'm not sure what you mean, but you can define different nodeboxes for when a node is wallmounted.Zen wrote:I’m wondering if the wall mounted tables exist, but require a different method of access than the ones I use for fixed nodes.
Code: Select all
nodebox = {
type = "wallmounted",
wall_bottom = { ... },
wall_side= { ... },
wall_top = { ... }
}
Re: Where is the selection box for wall mounted nodes?
I’m not wanting to define them.BobbyBonsaimind wrote:I'm not sure what you mean, but you can define different nodeboxes for when a node is wallmounted.Zen wrote:I’m wondering if the wall mounted tables exist, but require a different method of access than the ones I use for fixed nodes.
I want to dig into the nodes registered in the minetest engine and access their definitions.
By crawling through the mesh node by node my algorithm finds the node highlighted by the user.
And, now that I’ve made some changes to the zip file above, the lamp now lights when looked at.
But the lamp is still a little buggy.
Code: Select all
if not (center == nil) then
local name = minetest.get_node(center).name
local selection = minetest.registered_nodes[name].node_box -- .selection_box -- .collision_box --
if not (selection == nil) then
for key, value in ipairs(selection) do
message[3] = message[3]..tostring(key)
end
end
message[3] = message[3].." C: "..tostring(minetest.registered_nodes[name].collision_box)
message[3] = message[3].." N: "..tostring(minetest.registered_nodes[name].node_box)
message[3] = message[3].." S: "..tostring(minetest.registered_nodes[name].selection_box)
message[3] = message[3].." T: "..tostring(minetest.registered_nodes[name].selection_box.type)
message[3] = message[3].." Z: "..tostring(minetest.registered_nodes[name].selection_box.wall_top)
end
have hidden selection boxes in them, but there not like Fixed node selections boxes that I can read.
There’s no [1], [2], [3], [4], [5], [6] access.
I don’t know about Leveled nodes yet, I haven’t encountered them.
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