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 |
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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 |
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PilzAdam joined #minetest-mods |
20:57 |
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NakedFury joined #minetest-mods |
22:02 |
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NakedFury joined #minetest-mods |
22:27 |
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Jordach joined #minetest-mods |
22:27 |
Jordach |
afternoon, evening, morning all |
22:30 |
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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 |