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16:03 |
Sketch2 |
what's 'catch_up' do for ABM's- http://dev.minetest.net/minetest.register_abm |
16:04 |
Sketch2 |
I don't get what this sentence is saying- 'the time when the node was unloaded is ignored' |
16:05 |
NathanS21 |
I believe that the catch_up will run the ABM multiple times to simulate it having run while the map block was unloaded |
16:07 |
Sketch2 |
ok I think I get it |
16:08 |
Sketch2 |
if you set that to false, then when you leave an area, it won't fake that it's still running |
16:09 |
NathanS21 |
I think so |
16:12 |
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16:49 |
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16:49 |
Vapalus |
Hi guys, just to bomb right into it |
16:49 |
Vapalus |
is there a way to write files in minetest |
16:50 |
Vapalus |
i want to create an html file, but can't see any read/write options |
16:51 |
Vapalus |
Ah, shit. Nevermind, third time i googled it, I found it. |
17:04 |
Sketch2 |
plumber showed up. agreed with what I was thinking. has to order a few parts, then come back Mon to fix pipes. |
17:08 |
Sketch2 |
Trying to think of a way to make automatic doors |
17:09 |
Sketch2 |
I feel like like, if I make it move when you approach, nothing will stop it from continuing on that motion |
17:09 |
Sketch2 |
so I have to store the origin in the meta, so it won't go further than 1 block from that |
17:20 |
Roger9 |
is there a lua function for setting the x, y and z dimensions of a player model? |
17:21 |
Roger9 |
e.g. so some players can be taller, some fatter, etc. |
17:21 |
rubenwardy |
yes, I believe it's part of the player obj |
17:21 |
rubenwardy |
properties |
17:21 |
Sketch2 |
scale, or some such |
17:21 |
Sketch2 |
there's a LOTR mod that uses it |
17:22 |
Roger9 |
set/get_properties? |
17:22 |
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17:35 |
Sketch2 |
visual_size http://i.imgur.com/CE1TWiw.png |
17:35 |
Roger9 |
yes, I figured it out |
17:36 |
Roger9 |
is there a way to set width separately from front-back size? |
17:39 |
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17:39 |
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17:41 |
Sketch2 |
maybe like this: local oldsize = player:get_properties({visual_size}) player:set_properties({visual_size={oldsize.x, 1.5, oldsize.z}) |
17:41 |
Roger9 |
visual_size is of the form {x = ..., y = ...} |
17:41 |
Sketch2 |
ok, I was winging it |
17:49 |
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17:51 |
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17:55 |
Sketch2 |
how would you test player distance from an ABM? action = function(pos) doesn't include player pos |
17:55 |
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17:58 |
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18:01 |
Sketch2 |
I guess, just remember player name from during login, then .get_player_by_name() |
18:01 |
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18:02 |
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18:07 |
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18:07 |
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18:07 |
rubenwardy |
Sketch2: there could be multiple players |
18:07 |
rubenwardy |
minetest.get_connected_players() then iterate through |
18:08 |
rubenwardy |
don't square root unless necessary |
18:08 |
rubenwardy |
eg: compare the sum of the squares of pythagarous, not the actual distance |
18:08 |
rubenwardy |
alternatively, minetest.find_entities_in_area or w/e |
18:09 |
Sketch2 |
right on. with the multi-player thing tho, if you keep player1name from when they log in, it shouldn't change |
18:10 |
rubenwardy |
there's no need |
18:10 |
rubenwardy |
it's something extra to maintain |
18:10 |
rubenwardy |
when minetest.get_connected_players() can just do it for you |
18:10 |
Sketch2 |
then test for is_player() ?? |
18:11 |
Sketch2 |
oh nono wait, I need it to run for mobs as well |
18:11 |
Sketch2 |
so, any entity should do |
18:12 |
rubenwardy |
with find_entities_in_area, you'll get non-players |
18:12 |
rubenwardy |
get_connected_players() only gives you players |
18:12 |
rubenwardy |
but if you want mobs, then use find_entities_in_area, |
18:13 |
Sketch2 |
k |
18:32 |
Sketch2 |
node positions have to be whole steps, eh? |
18:35 |
Sketch2 |
might define 3 nodeboxes or something, and toggle between 'em, to open door |
18:35 |
Sketch2 |
oh, you know what. That's actually better than what I was thinking |
18:36 |
Sketch2 |
Thought I had to move the entire node, but I don't. nodebox can just begin 1 block lower |
18:40 |
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21:04 |
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21:50 |
Sketch2 |
oh my. there's like 2" of snow out there |
22:00 |
xerox123 |
yeah, school was called off today because the site team couldnt keep up with the snowfall |
23:01 |
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23:10 |
FreeFull |
Seems Minetest has gamepad support, how do I configure it? |
23:11 |
rubenwardy |
it basically only works on my laptop |
23:11 |
rubenwardy |
lol |
23:11 |
FreeFull |
rubenwardy: Ah |
23:11 |
rubenwardy |
the Xbox bindings were set on my laptop, and it turns out they only work on my laptop |
23:11 |
rubenwardy |
but you may have some luck |
23:11 |
FreeFull |
I have an xbox one controller |
23:11 |
sofar |
depends on the gamepad, mine (both) work without needing configuration |
23:11 |
FreeFull |
I'm using the git version of course |
23:12 |
sofar |
0.4.16 works as well |
23:12 |
Sketch2 |
I use QJoyPad to do map it to keypresses |
23:12 |
FreeFull |
I'm wondering what to set joystick_id to |
23:12 |
rubenwardy |
it's enable_joysticks = true |
23:12 |
rubenwardy |
0 |
23:12 |
rubenwardy |
well |
23:12 |
rubenwardy |
in 99% of cases it'll be 0 |
23:12 |
rubenwardy |
it's the controller id |
23:12 |
Sketch2 |
joystick_id might be the same they use in Love2D |
23:12 |
FreeFull |
Uh, it keeps spinning left |
23:13 |
rubenwardy |
so if you have multiple controllers connected, then you might want to use one other than 0 |
23:13 |
FreeFull |
Unless I press in the left trigger |
23:13 |
FreeFull |
Then it goes right and forward |
23:13 |
sofar |
may have to calibrate it? |
23:13 |
sofar |
or remap |
23:13 |
Sketch2 |
I remember there was a list of ID's. don't remember where I found it |
23:13 |
sofar |
I don't have to with my generic controllers (non-xbox) |
23:13 |
FreeFull |
It seems to be confusing the axes |
23:14 |
rubenwardy |
yeah, that's one of the issues |
23:14 |
Sketch2 |
https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt |
23:14 |
rubenwardy |
oh nice! |
23:14 |
FreeFull |
Typically, with an xbox controller, axes 0 and 1 are the left stick, 2 is left trigger, 3 and 4 are right stick, and 5 is the right trigger |
23:17 |
FreeFull |
It seems to be confused about what button should do what too |
23:17 |
FreeFull |
rubenwardy: So, the plan is to make it rebindable at some point? |
23:17 |
rubenwardy |
yeah |
23:18 |
FreeFull |
Speaking of axes, dosbox only lets you bind the first four axes of your device |
23:18 |
FreeFull |
So if you have an xbox controller, forget about making full use of the right stick |
23:19 |
FreeFull |
Dosbox development as a whole is.. weird |
23:27 |
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23:35 |
Sketch2 |
I think I'm using minetest.find_entities_in_area() wrong. what arg's does it have? pos... radius maybe? |
23:39 |
Sketch2 |
oh, this looks right get_objects_inside_radius(pos, radius) |