jojoa1997 wrote:What does the def.name do?
It is
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armor.def[name]
jojoa1997 wrote:What does the def.name do?
armor.def[name]BlockMen wrote:stu wrote:Merged, I trust that you have tested it as I have not had a chance yet, it looks pretty harmless.
Thank you for adding armor support to your HUD.
Thanks!, i havent thought you would be so quick. Yes, i tested it alot and even later so i noticed an issue. It causes a crash if ppl use older version of hud mod, so the general way would have been the better choise. I made a new pull that fixes it and allows other mods too to read out the armor status too:
https://github.com/stujones11/minetest-3d_armor/pull/5
Sry that i cause trouble with that ;)
philipbenr wrote:Stu, Can I add in this modpack to castles+? Me and Dan Duncombe are working on it together. I will be adding in armory, and you will have to craft armor at the anvil. This armor pack will be a great addition.
Plz?
a better way of doing it is adding a soft dependency and then dostu wrote:BlockMen wrote:stu wrote:Merged, I trust that you have tested it as I have not had a chance yet, it looks pretty harmless.
Thank you for adding armor support to your HUD.
Thanks!, i havent thought you would be so quick. Yes, i tested it alot and even later so i noticed an issue. It causes a crash if ppl use older version of hud mod, so the general way would have been the better choise. I made a new pull that fixes it and allows other mods too to read out the armor status too:
https://github.com/stujones11/minetest-3d_armor/pull/5
Sry that i cause trouble with that ;)
No problem, looks like a useful addition, thanks again.philipbenr wrote:Stu, Can I add in this modpack to castles+? Me and Dan Duncombe are working on it together. I will be adding in armory, and you will have to craft armor at the anvil. This armor pack will be a great addition.
Plz?
The code is gpl so there is nothing stopping you. However, it would be much better for everyone if you could just soft depend or at very least create a proper fork.
I really don't mind what you do so long as you understand that it will be your responsibilty to track updates and provide support.
if minetest.get_modpath("3d_armor") then
do file(minetest.get_modpath("castle").."/armor.lua")
endjojoa1997 wrote:a better way of doing it is adding a soft dependency and then doYour phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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if minetest.get_modpath("3d_armor") then
do file(minetest.get_modpath("castle").."/armor.lua")
end
Then you would use what is in armor.lua in 3d_armor and make your own armors. Also use ":castle:armor" the extra : at the front says that the prefix isn't the same as the mod name.
stu wrote:jojoa1997 wrote:a better way of doing it is adding a soft dependency and then doYour phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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if minetest.get_modpath("3d_armor") then
do file(minetest.get_modpath("castle").."/armor.lua")
end
Then you would use what is in armor.lua in 3d_armor and make your own armors. Also use ":castle:armor" the extra : at the front says that the prefix isn't the same as the mod name.
jojoa, afaik the 'do file' should not be necessary as if the mod is present it will already have been done, so to speak.
If you need the mod to be loaded before the depending mod then you should add 3d_armor? to your depends.txt. This is soft dependency as I understand it, I do hope someone will correct me if I am mistaken.
if minetest.get_modpath("3d_armor") then
code code code
blah blah blah
end
philipbenr wrote:Stu, Can I add in this modpack to castles+? Me and Dan Duncombe are working on it together. I will be adding in armory, and you will have to craft armor at the anvil. This armor pack will be a great addition.
Plz?
The code is gpl so there is nothing stopping you. However, it would be much better for everyone if you could just soft depend or at very least create a proper fork.
I really don't mind what you do so long as you understand that it will be your responsibilty to track updates and provide support.
stormchaser3000 wrote:um can i have an old version of this mod were the armor is not real 3d just visible on the player and when th emorarmor mod was in the mod pack

brunob.santos wrote:Because this is occurring?
http://img11.imageshack.us/img11/8471/vomm.png
Because this miniature machine they use.
22:57:31: ERROR[main]: ========== ERROR FROM LUA ===========
22:57:31: ERROR[main]: Failed to load and run script from
22:57:31: ERROR[main]: /home/administrator/minetest-minetest-382357d/bin/../mods/minetest-3d_armor-master/3d_armor/init.lua:
22:57:31: ERROR[main]: .../../mods/minetest-3d_armor-master/3d_armor/armor.lua:140: attempt to call field 'player_register_model' (a nil value)
22:57:31: ERROR[main]: stack traceback:
22:57:31: ERROR[main]: .../../mods/minetest-3d_armor-master/3d_armor/armor.lua:140: in main chunk
22:57:31: ERROR[main]: [C]: in function 'dofile'
22:57:31: ERROR[main]: ...n/../mods/minetest-3d_armor-master/3d_armor/init.lua:1: in main chunk
22:57:31: ERROR[main]: =======END OF ERROR FROM LUA ========
hoodedice wrote:Is it possible to get this mod without the 'inventory_plus' dependency? I like to use Unified inventory, and Inventory_plus clashes with it.
Esteban wrote:hoodedice wrote:Is it possible to get this mod without the 'inventory_plus' dependency? I like to use Unified inventory, and Inventory_plus clashes with it.
Use Modmenu, by using the /m command it will open a separate menu for the armor.
stu wrote:Mod Updated, now version 0.4.0 See top post for info.brunob.santos wrote:Because this is occurring?
http://img11.imageshack.us/img11/8471/vomm.png
Because this miniature machine they use.
Sorry, I am really not sure what you are trying to say here. I do not see anything wrong in that image.
brunob.santos wrote:stu wrote:Mod Updated, now version 0.4.0 See top post for info.brunob.santos wrote:Because this is occurring?
http://img11.imageshack.us/img11/8471/vomm.png
Because this miniature machine they use.
Sorry, I am really not sure what you are trying to say here. I do not see anything wrong in that image.
They are holding an item. A puppet. Is this normal?
hoodedice wrote:brunob.santos wrote:stu wrote:Mod Updated, now version 0.4.0 See top post for info.
Sorry, I am really not sure what you are trying to say here. I do not see anything wrong in that image.
They are holding an item. A puppet. Is this normal?
It's happening to me too, sfan5's latest build, the player using this mod 'holds' his skin in his hand. Pretty weird.
brunob.santos wrote:I'm not using any special mod just nome_ownership
ak399g wrote:How would one go about creating a set of boots that prevent fall damage?
nater6927 wrote:When ever the mod is installed... I'm just frozen in mid air.
mauvebic wrote:I've tried both wield3d and this modpack, though i've had problems with both :/
wield3d leaves tools/entities laying all around the map, they're not selectable so i can't pick them up.
I tried this modpack in combination with zeg's skins mod, and for the most part the wieldview renders properly except for my own player, where im shown wielding my own skin texture :/
for i = 0, 60, 10 do
minetest.after(i, init_player, player)
end
mauvebic wrote:I dont know if wield3d and wieldview are the same, if not, would it be possible to spinoff wieldview into a seperate mod, so i could run just wieldview + skins?
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