Another issue/bug: when I use World.setBlock it looks like it is properly changing the block at that position on the server side but failing to update the client somehow. In other words, the change does not appear to take place to the player but if they log out and log back in the effects of World.setBlock become visible.
Another issue/bug: when I use World.setBlock it looks like it is properly changing the block at that position on the server side but failing to update the client somehow. In other words, the change does not appear to take place to the player but if they log out and log back in the effects of World.setBlock become visible.
That was already part of tonight's update, but may be delayed til tomorrow.
Here are some things you might want to consider adding into the Player class (these are taken from my addon and would need some modification to work):
private void kickPlayer(Player player, String reason)
{
player.getPlayer().a.c(reason);
}
private void givePlayer(Player pl, int id, int ammount)
{
pl.getPlayer().a(new gp(id, ammount));
}
private void banPlayer(Player pl, String reason)
{
server.f.a(pl.getName()); // Ban username
kickPlayer(pl, reason); // Kick from server
}
private Player getPlayer(String name)
{
return new Player(server.f.h(name));
}
Server is set the first time someone joines the server:
MinecraftServer server = player.getPlayer().b;
One more thing I haven't been able to add yet is IP banning seeing I can't find a way to get the IP address
server.f.c(IP address);
It would probably be a good thing to test these before you release anything with them, I haven't tried it out very much yet.
I can't seem to find a way to spawn Miniblocks at x,y,z yet, so these can become part of 0.6 instead. Thanks for your contribution. Right now I'm revamping the webserver, but if I can finish soon then 0.6 should be out tonight.
Finally after hours of setting up and stabilizing our new webserver, 0.6 has been released. kickPlayer() and banPlayer() were removed due to a few crashing bugs, but these will be fixed soon.
I'm trying to figure out how to set a player's location. Not having any luck. I suppose it has something to do with the update() function? Can anyone provide some insight?
I'm trying to figure out how to set a player's location. Not having any luck. I suppose it has something to do with the update() function? Can anyone provide some insight?
There isn't one yet. The update function was added as a work around for another problem I was having. It's getting late now, but tomorrow I will release an update with Player.SetLocation() and as many suggestions as possible.
Oh, one other thing. I'm not sure if you've noticed but I think your JAR is compiled against JRE1.6
Mac OS X users only have JRE1.5. It would be excellent of you to recompile future versions against JRE1.5 : D
If it's not possible then... : (
Oh, one other thing. I'm not sure if you've noticed but I think your JAR is compiled against JRE1.6
Mac OS X users only have JRE1.5. It would be excellent of you to recompile future versions against JRE1.5 : D
If it's not possible then... : (
Sure, I can try. Hopefully it works. Also, I just removed Player.update(), added the Player.setLocation(), fixed Player.Kick(), and fixed Player.Ban(). Uploading 0.6_2 patch in a sec.
Edit: I will recompile for OS X and upload when I get access to my macbook tomorrow.
Here's another idea:
A way to "detect" what mods are currently active in order to facilitate multiple mods that can work together but don't necessarily require one another.
Here's another idea:
A way to "detect" what mods are currently active in order to facilitate multiple mods that can work together but don't necessarily require one another.
I have a huge list of suggestions from friends at school too, so it may take a few days to get 0.7 out. I'll definitely add this though.
Edit: 0.7 is out! However, OS X was having a few issues handling the API. I will get it fixed soon.
Another idea:
While this should be theoretically *possible* I don't know how difficult it would be or whether it'd be reasonable.
It would be really awesome to have a way to read and/or manipulate chest inventory (i.e. find out what items are in a chest, maybe defining the chest by it's xyz location [a bit complicated for double chests of course], and if possible add or remove items from the chest inventory).
Heck, if that's not unreasonable maybe some functionality to read/modify inventories in general would be nice (such as player inventories and furnace inventories... I'm not sure if crafting tables actually have an inventory as stuff you leave in the crafting table pops out when you close the screen)
Another idea:
While this should be theoretically *possible* I don't know how difficult it would be or whether it'd be reasonable.
It would be really awesome to have a way to read and/or manipulate chest inventory (i.e. find out what items are in a chest, maybe defining the chest by it's xyz location [a bit complicated for double chests of course], and if possible add or remove items from the chest inventory).
Heck, if that's not unreasonable maybe some functionality to read/modify inventories in general would be nice (such as player inventories and furnace inventories... I'm not sure if crafting tables actually have an inventory as stuff you leave in the crafting table pops out when you close the screen)
It's completely possible, but the way you have to do it right now is rather annoying without actually editing the inventory and chest classes.
Well here's a preview of what I've been working on using this in in case anyone's interested...
I am still debating on what to call it. I have thought about "Quest Mod" or "Story Mod" but both of those don't quite give people the right idea. What I want to do is add the ability for players to add "story elements" to their creations that go a little beyond signs labeling things. Instead of trying to describe that in abstraction, here are a couple examples:
1) Player finds an abandoned cottage in the woods. As soon as they walk in they get a chat message saying "There seems to be something on the workbench in the corner of the room" They click the workbench and get "There is a map here". At that point they get a bunch of cryptic "directions" that take them from place to place and several interesting natural features or buildings (think "treasure island"). At the end, dig in a certain place and there's a chest with some loot.
2) Player finds an ancient and remote temple. They go in and have to brave a load of traps Indiana Jones style. Loot at the end :biggrin.gif:
The thing about all this is that it could all be player created (some of the features would have to be restricted to certain people to prevent abuse). With a combination of what was added by the mod plus just the default features of minecraft you could make all sorts of neat little adventures for others to follow.
That said, the chest thing would be very awesome for this.
That was already part of tonight's update, but may be delayed til tomorrow.
I will make a patch for that soon. I thought about it when I started, but it wasn't high priority then.
Edit: There were a lot of distractions tonight along with a few major new bugs. 0.6 will have to wait until tomorrow or Sunday night.
I can't seem to find a way to spawn Miniblocks at x,y,z yet, so these can become part of 0.6 instead. Thanks for your contribution. Right now I'm revamping the webserver, but if I can finish soon then 0.6 should be out tonight.
Now with even more burst dragons and autokickbans plugin rpg!
Yea, the old webserver is down. We wont be back online for a few hours while the new server is installed.
oh well.
Now with even more burst dragons and autokickbans plugin rpg!
Edit: I have added all suggestions except the javadocs. I just need to fix a few mob spawning bugs and mod loading/unloading/reloading bugs.
Our Hopes For Next Week:
[*:2l39snsv]Spawning Mobs
[*:2l39snsv]Controlling Mobs
[*:2l39snsv]Spawning Particle Effects?
[*:2l39snsv]Fixing kickPlayer()
[*:2l39snsv]Fixing banPlayer()
[*:2l39snsv]Adding World.banIp()
WARNING: I'm starting to run out of ideas for this API. I will add any reasonable suggestion that comes my way.
Now with even more burst dragons and autokickbans plugin rpg!
There isn't one yet. The update function was added as a work around for another problem I was having. It's getting late now, but tomorrow I will release an update with Player.SetLocation() and as many suggestions as possible.
Mac OS X users only have JRE1.5. It would be excellent of you to recompile future versions against JRE1.5 : D
If it's not possible then... : (
Now with even more burst dragons and autokickbans plugin rpg!
Sure, I can try. Hopefully it works. Also, I just removed Player.update(), added the Player.setLocation(), fixed Player.Kick(), and fixed Player.Ban(). Uploading 0.6_2 patch in a sec.
Edit: I will recompile for OS X and upload when I get access to my macbook tomorrow.
A way to "detect" what mods are currently active in order to facilitate multiple mods that can work together but don't necessarily require one another.
I have a huge list of suggestions from friends at school too, so it may take a few days to get 0.7 out. I'll definitely add this though.
Edit: 0.7 is out! However, OS X was having a few issues handling the API. I will get it fixed soon.
Edit: Javadocs will definately be out tonight. Hint: There may be an upcoming seecret feature.
While this should be theoretically *possible* I don't know how difficult it would be or whether it'd be reasonable.
It would be really awesome to have a way to read and/or manipulate chest inventory (i.e. find out what items are in a chest, maybe defining the chest by it's xyz location [a bit complicated for double chests of course], and if possible add or remove items from the chest inventory).
Heck, if that's not unreasonable maybe some functionality to read/modify inventories in general would be nice (such as player inventories and furnace inventories... I'm not sure if crafting tables actually have an inventory as stuff you leave in the crafting table pops out when you close the screen)
It's completely possible, but the way you have to do it right now is rather annoying without actually editing the inventory and chest classes.
I am still debating on what to call it. I have thought about "Quest Mod" or "Story Mod" but both of those don't quite give people the right idea. What I want to do is add the ability for players to add "story elements" to their creations that go a little beyond signs labeling things. Instead of trying to describe that in abstraction, here are a couple examples:
1) Player finds an abandoned cottage in the woods. As soon as they walk in they get a chat message saying "There seems to be something on the workbench in the corner of the room" They click the workbench and get "There is a map here". At that point they get a bunch of cryptic "directions" that take them from place to place and several interesting natural features or buildings (think "treasure island"). At the end, dig in a certain place and there's a chest with some loot.
2) Player finds an ancient and remote temple. They go in and have to brave a load of traps Indiana Jones style. Loot at the end :biggrin.gif:
The thing about all this is that it could all be player created (some of the features would have to be restricted to certain people to prevent abuse). With a combination of what was added by the mod plus just the default features of minecraft you could make all sorts of neat little adventures for others to follow.
That said, the chest thing would be very awesome for this.