poet.nohit wrote:Okay, I just added shields.
ERROR[main]: ServerError: ...e/adimgar/.minetest/mods/3d_armor/3d_armor/armor.lua:249: attempt to perform arithmetic on local 'dtime' (a nil value)
if row[1] == node_head or row[1] == node_feet then
if hp > 0 and armor.def[name].fire < row[2] then
-- added to avoid crash near torches
if dtime == nil then
return
end
hp = hp - row[3] * dtime
player:set_hp(hp)
break
end
end
Adimgar wrote:Hi stu.
Awesome this mode, I love it, but I was getting this error lately:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
ERROR[main]: ServerError: ...e/adimgar/.minetest/mods/3d_armor/3d_armor/armor.lua:249: attempt to perform arithmetic on local 'dtime' (a nil value)
Minetestforfun wrote:Hi stu,
First, thank you for your work and your last update :)
What about wizard armors, like hat and dresse model ?
Do you think it's possible ? If yes, can you explain please, because if i can do it myself, i will try :)
)
15:42:39: ACTION[ServerThread]: Player XXX punched by LuaEntitySAO at (-678.597,1.25913,-277.538), damage 3 HP
15:42:41: ACTION[ServerThread]: Moving XXX to static spawnpoint at (-668,4,-274)
15:42:41: ACTION[ServerThread]: XXX respawns at (-668,4,-274)
15:43:44: ACTION[ServerThread]: XXX times out. List of players: fooljap
15:43:56: ERROR[main]: ServerError: ...ame\minetest0412\bin\..\mods\3d_armor\3d_armor/armor.lua:246: attempt to perform arithmetic on local 'dtime' (a nil value)
15:43:56: ERROR[main]: stack traceback:
15:43:56: ERROR[main]: ...ame\minetest0412\bin\..\mods\3d_armor\3d_armor/armor.lua:246: in function 'armor_org_func'
15:43:56: ERROR[main]: C:\game\minetest0412\bin\..\mods\hud_hunger\hud/legacy.lua:26: in function 'update_armor'
15:43:56: ERROR[main]: ...ame\minetest0412\bin\..\mods\3d_armor\3d_armor/armor.lua:594: in function <...ame\minetest0412\bin\..\mods\3d_armor\3d_armor/armor.lua:590>
15:43:56: ERROR[main]: C:\game\minetest0412\bin\..\builtin\game\register.lua:341: in function <C:\game\minetest0412\bin\..\builtin\game\register.lua:329>
fooljap wrote:I always used this wonderful MOD, but have terminated in the error.
ExeterDad wrote:If you were to visualize all the 3D Armor textures as "layers" like you would see in Gimp or Photoshop. And if you put all those "layers" on top of each other you will see that they form one neat image with none of the armor pieces overlapping.
So whatever armor textures you are trying to convert will need to be broken apart and separated into individual images. The visible part of the armor piece needs to be shifted to be directly over the original 3D Armor item texture. It's likely the texture will need editing so it fits properly on the mesh faces.
Hope that helps, or even is related to your question :)
Soudon wrote:Does anyone have an idea on how I could for example use bdcraft armor textures instead of the default armor textures 3d armor gives you.
VanessaE wrote:Small z-fighting glitch in the "boots" in your 3d armor model:
http://digitalaudioconcepts.com/vanessa ... 2%20PM.png
Diamond knight wrote:maybe nyancat armor, nyancat rainbow armor, mese armor, cobblestone armor, stone armor (smelt cobblestone armor), copper armor, brick armor, wet clay armor, hardened clay armor (smelt wet clay armor), brick armor (smelt hardened clay armor, obsisian armor (less lava damage, no fire damage, low uses, low protection (obsidian is brittle))
VanessaE wrote:Unified Inventory now has a "lite" mode, and 3d armor needs some minor adjustments to work properly there. https://github.com/minetest-technic/uni ... 8d827ab610
Basically, you just need to check if that mode is enabled, and move your formspec elements up and maybe shrink the player model preview a bit; some of the mode-specific table entries in unified_inventory/init.lua may be of use.
amadin wrote:How to change health or add parameter "armor" to all players without visual armor, or how to hide visual armor in this mod?
TenPlus1 wrote:Tested out latest version which works well, slight bug when using fire protection though, it seems that even when enabled it doesn't work and player will get hurt even when wearing full crystal armor... I removed the minetest.after(2, function() when overriding the lava and fire nodes and it seemed to work fine again ?!?! strange
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