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20:01 |
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20:30 |
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20:33 |
kaeza |
cerulean256, so let's see that code |
20:33 |
cerulean256 |
http://pastebin.com/S3HBunNq |
20:34 |
cerulean256 |
it's a sinppet of simple stuff |
20:35 |
kaeza |
cerulean256, you must define on_punch in the entity def table (in register_entity) |
20:36 |
kaeza |
here's a simple example: https://github.com/kaeza/minetest-doppelganger/blob/master/init.lua#L30 |
20:44 |
cerulean256 |
ok.. so if I want to change the on_punch dynamically for a specific entity? |
20:44 |
cerulean256 |
do I need to re-register the same entity each time? |
20:48 |
kaeza |
if you need that, have a single on_punch that dispatches to other functions based on the state of the entity |
20:48 |
kaeza |
or some other condition |
20:50 |
kaeza |
like on_punch = function(...) if something then return do_foo(...) else return do_bar(...) end end |
20:53 |
cerulean256 |
ok, I got it working... |
20:54 |
cerulean256 |
basically what I want to do is manipulate the client only.. and not register the entity with the server |
20:54 |
cerulean256 |
is works for the clients session |
20:54 |
kaeza |
O_o |
20:54 |
cerulean256 |
of course when the reconnect the functionality is lost |
20:55 |
cerulean256 |
but it's temporary anyway |
20:56 |
cerulean256 |
I'm just experimenting btw... not actively developing anything yet. |
20:56 |
kaeza |
explain your goal |
20:57 |
cerulean256 |
right now I just want to spawn boxes on the client only that bounce when you punch them. |
20:58 |
cerulean256 |
currently I am spawning already registered entities |
21:00 |
cerulean256 |
I guess I could reregister / override the existing entity, but I only care they have special bouciness when the first spawn |
21:00 |
cerulean256 |
when I restart the server they are just the same ordinary entities. |
21:01 |
cerulean256 |
fine by me for now... good to learn how it all works (what is persistent and what is not) |
21:01 |
kaeza |
cerulean256, entities have persistency via metadata |
21:02 |
kaeza |
you have to implement get_metadata and on_activate for that to work |
21:02 |
cerulean256 |
good to know, thank you :) |
21:02 |
cerulean256 |
I will now carry on my merry way.. for now |
21:02 |
cerulean256 |
thank you for your help :) |
21:03 |
kaeza |
welcome :) |
21:03 |
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21:09 |
cerulean256 |
kaeza: in case you were wondering.. this works just fine, but isn't persistent accross server reboots, http://pastebin.com/CNhAuYyc |
21:10 |
kaeza |
cerulean256, is that at top level of the module? |
21:13 |
cerulean256 |
no.. it lives inside a function in my init.lus which is called via the handle node drops function at the moment. |
21:13 |
cerulean256 |
right now I rely on the node drops the give me entities :p |
21:13 |
cerulean256 |
and then I change things about them .. lol |
21:16 |
kaeza |
heh |
21:17 |
kaeza |
you should be better registering your entity |
21:17 |
kaeza |
+own |
21:19 |
cerulean256 |
ok.. I'll tinker with that a little. :) |