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IRC log for #minetest-mods, 2012-08-29

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All times shown according to UTC.

Time Nick Message
09:49 PilzAdam joined #minetest-mods
10:36 VanessaE joined #minetest-mods
11:38 PilzAdam VanessaE, why does this not work: http://pastebin.com/D2tJWAQh
11:43 PilzAdam this have to be something in a new version of mesecons, because with a older version of mesecons (maybe 2 weeks) the same thing works with my carts mod
11:43 VanessaE odd
11:43 VanessaE did you see what I wrote in the other channel?
11:43 PilzAdam yes
11:43 VanessaE re: registering as an effector and with rules
11:44 VanessaE ok
11:46 PilzAdam works
11:46 VanessaE woo!
11:46 PilzAdam mesecon:register_effector("tnt:tnt", "tnt:tnt")
11:46 PilzAdam this is stupid
11:48 VanessaE actually, according to this, you should only need one
11:48 VanessaE e.g. mesecon:register_effector("tnt:tnt",)
11:50 VanessaE might be a recently-introduced bug.  Can you file an issue on the mesecons github repos so we don't lose it?
11:53 PilzAdam done
11:54 VanessaE thanks :-)
12:07 PilzAdam how do the rules of mesecons work?
12:07 PilzAdam i want a effector that only recieve signals from above
12:08 VanessaE I think in that case you'd use one rule, {x=0, y=1, z=0} or something like that
12:08 VanessaE one such rule line per connection
12:08 VanessaE if you wanted to connect from the bottom it would be y=-1
12:09 VanessaE yup I got that right :-)
12:09 VanessaE mesecon:add_rules("rulename", {{x=0, y=1, z=0}),
12:09 VanessaE er too many braces, but you get the idea.
12:10 PilzAdam yes
12:21 PilzAdam this doesnt realy work
12:21 PilzAdam mesecon:add_rules("tnt_above", {{x=0,y=1,z=0}})
12:21 PilzAdam mesecon:register_effector("tnt:tnt", "tnt:tnt", mesecon:get_rules("tnt_above"))
12:21 PilzAdam this has the effect that nothing happens the i give a signal to the tnt
12:31 PilzAdam i know the problem: the wires dont give the signal down
12:32 PilzAdam x=1 works
12:32 VanessaE strange, they should?
12:32 VanessaE do they visibly connect to the tnt?
12:32 PilzAdam nope
12:32 VanessaE that's why
12:32 VanessaE you're missing a connection rule to make them bend
12:33 PilzAdam and how  do i add it?
12:33 VanessaE that's why the API is different from before btw - to make sure all mesecons wires can connect to all mesecons objects instead of what we had before
12:33 VanessaE (where before a switch sitting next to a wire turned it on without a visible connection)
12:34 VanessaE that's what the rules declaration is supposed to do
12:34 PilzAdam and how  do i add it?
12:34 VanessaE and groups=
12:34 VanessaE set the rule I mentioned above, and do groups = { mesecon = 2}
12:34 VanessaE in your register_node call
12:35 VanessaE for rules, try only a single set of braces, e.g.  mesecon:add_rules("tnt_above", {x=0,y=1,z=0})
12:36 * VanessaE looks at the definition of a piston for an idea
12:36 PilzAdam now they connect but it still doesnt work
12:37 PilzAdam (with 1 and 2 brackets)
12:38 VanessaE looks like you also have to call mesecon:updatenode(pos) inside your register_on_signal_X() call when the node should actually change
12:41 PilzAdam nope didnt help
12:41 VanessaE hrm
12:41 PilzAdam as i said other directions work
12:41 PilzAdam so the wire dont give the signal straight down
12:41 VanessaE very strange
12:41 PilzAdam or up
13:04 PilzAdam I need new textures for my gunpowder
13:04 PilzAdam i was thnking of something lika a barrel
13:11 VanessaE look in my texture pack
13:11 VanessaE I use a barrel for TNT
13:11 VanessaE maybe you can borrow that and scale it down or so
13:12 VanessaE (well, for the whole TNT node, I use a barrel of gunpowder)
15:42 PilzAdam VanessaE, do you know where the object:punch() function is defined?
15:43 triplei joined #minetest-mods
15:44 VanessaE not offhand, no
15:44 PilzAdam do you know how to use it in tnt?
15:47 VanessaE nope :-)
15:47 VanessaE never messed with TNT at all
15:48 VanessaE I know how to use it in *general* though
15:48 PilzAdam i mean how call this method correctly
15:48 VanessaE oh
15:48 PilzAdam obj:punch(obj, 1.0, {
15:48 PilzAdam full_punch_interval=1.0,
15:48 PilzAdam groupcaps={
15:48 PilzAdam fleshy={times={[1]=1/damage, [2]=1/damage, [3]=1/damage}},
15:48 PilzAdam snappy={times={[1]=1/damage, [2]=1/damage, [3]=1/damage}},
15:48 PilzAdam }
15:48 PilzAdam }, nil)
15:48 PilzAdam this doesnt work
15:49 VanessaE minetest.register_on_punchnode(function (pos, node)       code code code code   end)
15:49 VanessaE where the code code code is is where you actually do whatever should happen when the node is punched.
15:49 VanessaE for example.
15:49 VanessaE ,
15:49 * PilzAdam facepalms
15:49 PilzAdam i mean hitting a player
15:50 VanessaE OH!
15:50 VanessaE never done that
15:50 * VanessaE echoes the facepalm
15:50 PilzAdam nobody has done that
15:50 PilzAdam and i dont work
16:11 thexyz why don't you want to use set_hp?
16:13 PilzAdam thexyz, mainly because lua entities have a die animation when this used
16:15 PilzAdam do you know how to use it correctly?
17:59 PilzAdam joined #minetest-mods
20:57 NakedFury joined #minetest-mods
22:02 NakedFury joined #minetest-mods
22:27 Jordach joined #minetest-mods
22:27 Jordach afternoon, evening, morning all
22:30 PilzAdam joined #minetest-mods
22:33 NakedFury hi
22:33 PilzAdam hi
22:39 Jordach sup
22:42 Jordach has anyone seen redcrab recently?
22:59 Jordach hello tnt mod
22:59 * Jordach slaps DANGER_TNT with a book by Stephen King
22:59 * DANGER_TNT explodes
22:59 * Jordach is not moving
22:59 * DANGER_TNT explodes a second time
23:20 Jordach im heading off to bed

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