0gb.us wrote:Yes, I'll post it if I figure it out.
Not only that, but I still haven't figured out how to save an inventory to a file, which I also need for that mega wifi chest.
rarkenin wrote:0gb.us wrote:Yes, I'll post it if I figure it out.
Not only that, but I still haven't figured out how to save an inventory to a file, which I also need for that mega wifi chest.
UUIDs aren't hacky... Just give each chest a UUID.
4aiman wrote:Why not use player's name? One server - one 4aiman, one 0gb.us etc. The authentication using password when connecting to a server will ensure that 4aiman is 4aiman. Or at least someone who stole 4aiman's password if he's stupid enough to tell that to anyone.
Also you can cycle through the entities and check for 2 things: is this a chest? does it belongs to the disconnected player?
If both is yes then receive inventory via minetest.get_inventory()
and then cycle through the stacks of list by the name "main" to save name and count into the file. (Minetest can't serialize invref atm)
Edit:
Idea: before killing an entity, create a chest (maybe invisible and/or locked and/or not walkable) and store entity's inventory there
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
Ragnar wrote:the WiFi chest should be called an ATM machine :D
it would make MUCH more sense :D
4aiman wrote:More than 1 following chests? O_o
That'll be totally COOL!!!
This way even offline one will be able to create his own glitching army-o-Wi-Fi-chests!
Well, that wouldn't glitch unless one wants a hundred and one minions ;)
4aiman wrote:I hadn't thought about buildable_to... there are a lot of unused space up in the sky. Well, forget I even mentioned that, 'cause using that IS hacky for sure :)
But the whole idea to create wi-fi chest instead of entity doesn't seem wrong to me - right now players have wifi chest as a block. So maybe make a compromise? When wifi chest is dug - create an entity of the following wi-fi chest. And if that get killed then add wifi chest to the player's inventory and store the contents of wifi chest in a bag (look into "bags" mod to depend on it or to take an idea of really vast inventory). The only difference with a bag will be the inaccessibility of the wi-fi chest contents from the inventory.
4aiman wrote:As for /clearobjects... Maybe we should create an "issue" at the github? Or ask someone, who can make a callback for "on_clear_objects", to do it? I got an impression that I'm somewhat annoying with my "issues", though.
It's only my suggestion, but I believe that not only /clearobjects should require a privilege but also have a parameter to specify the radius of the effect. Yes, we could simulate /clearobjects with radius, but I'm talking about changing /clearobjects itself.
How does /clearobjects works anyway? Anyone knows?
jojoa1997 wrote:the download does not work for me. when i unzip it gives me a tar
jojoa1997 wrote:i did and nothing came out
jojoa1997 wrote:i did and nothing came out
rarkenin wrote:jojoa1997 wrote:i did and nothing came out
The tarball works(or worked) for me.
0gb.us wrote:Okay, I'll upload a zip.
My web server is not currently set up to handle zip downloads right now. I need to recode some stuff, then I'll get the zip up. Although, I'm getting pressure to update four different plugins as well, so I can't get this up right away. I have a week off from school now though, so I'll get this done soon.
thanks. will you be adding the link to the first post.0gb.us wrote:Okay, here we are: http://0gb.us/minetest/download.php?plugin=chests_0gb_us&zip
Please note that as I don't feel like keeping two archives of each past version, only tarballs of old versions will be available. A zip will only be provided for the very latest version.
0gb.us wrote:You know what? I think it is possible. Entities CAN have inventories. I don't know how to make one follow you though. I haven't done much with entities. I've only made one, which was static, and I didn't even completely make it on my own. Zeg9 made part of it.
jojoa1997 wrote:thanks. will you be adding the link to the first post.
jojoa1997 wrote:i get an error saying that Google chrome and internet explorer cant display the webpage. could you make a zip from omploader.
lord_james wrote:0gb.us wrote:You know what? I think it is possible. Entities CAN have inventories. I don't know how to make one follow you though. I haven't done much with entities. I've only made one, which was static, and I didn't even completely make it on my own. Zeg9 made part of it.
So... It's just a theory. It's possible create a node that place a entity like a chest and this chest is animated when you see in the inventory, isn't it?
lord_james wrote:I'm sorry, I tried to say that the entity's model do an animation (for example a opening a chest or whatever)
PilzAdam wrote:Josh wrote:cornernote wrote:PilzAdam, bet you can't make an animated opening chest. ;)
I wonder if he is up for the challenge?
As I said: convince me that this is useful.
jojoa1997 wrote:i can help you with entities chasing people. though not with following a specific person
ok but i still dont know what property make4aiman wrote:jojoa1997 wrote:i can help you with entities chasing people. though not with following a specific person
You missed my post about this, jojoa1997 ;)
All you need to do is to set an additional property inside every chest to mark it's owner.
Then instead of cycling through all of the players you should get player by name and follow him.
As for 3d players - there is one big plus: we can see now if someone is digging or not. Sometimes that helps a lot to know who has dug the block beneath you without asking admins about that.
Animated lids... well, that just adds "prettiness" and the whole game looks more professional to many peoples, especially non developers.
GloopMaster wrote:An animated opening chest only costs FPS for no gain.
Seeing as minetest already runs at 20fps or so, what's the point?
0gb.us wrote:lord_james wrote:I'm sorry, I tried to say that the entity's model do an animation (for example a opening a chest or whatever)
I think it could be done, especially with the unstabe version's API, which includes an on_rightclick option (I may have the name wrong). But I'm more into functionality than ascetics, so I'm not going to try my hand at this. I'm still not even convinced 3D players were worth the trouble to code! I mean, it's not like they bother me or anything, they just don't seem to be good for anything. The same applies to animated chest lids.PilzAdam wrote:Josh wrote:
I wonder if he is up for the challenge?
As I said: convince me that this is useful.
As PilzAdam said, you'd need to convince someone that they would somehow be useful before you can get them to build it.
GloopMaster wrote:An animated opening chest only costs FPS for no gain.
Seeing as minetest already runs at 20fps or so, what's the point?
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