is there a way to let the light center on player?
So that the player has at every time light on without using torches? (and the rest is dark)?
Go into debug mode by pressing F4. Now you can do that. To edit, break the sign and place it again like you normally would.
Use the Lightbulb blocks. If you mean you want there to constantly be a light around the player but nowhere else (like you're using a torch) without using a torch, that will require scripting which I know nothing about. Try asking...anyone else.
Explain the problem. When does this happen? Which map are you using?
Yes. If you have problems, use the vid in my sig's link.
Go into debug mode by pressing F4. Now you can do that. To edit, break the sign and place it again like you normally would.
Use the Lightbulb blocks. If you mean you want there to constantly be a light around the player but nowhere else (like you're using a torch) without using a torch, that will require scripting which I know nothing about. Try asking...anyone else.
Can someone please help, i'm on mac and when I open AdventureCraft.jar and an error appears, telling me "Server returned HTTP response code: 509 for URL: http://dl.dropbox.co.../swt-mac64.jar" (Got any ideas what this is?) I would appreciate any help.
Theoretical your right, but the practical way is my problem.
I cant edit signs, so confusing Oo
there is no way to make a light near the player w/o torch. What you could do is make the torch invisible and script it so that it it in your hand all the time, but you would then only have one hand open.
there is no way to make a light near the player w/o torch. What you could do is make the torch invisible and script it so that it it in your hand all the time, but you would then only have one hand open.
Note AdventureCraft is compatible with 1.3.1 via its installer but it only has features from beta 1.7.3 and back.
AdventureCraft, is a stand alone Minecraft mod designed to let players create adventure maps for other players. It allows you have full control of how mobs spawn based on the player triggering blocks with a custom trigger system. There is plenty of additional features as well to aid with making adventures that you can check out in the features section or the various youtube videos of features. I have included a small sample map showing off some of the early features.
This Week's Latest Map
This is a neat map all taking place pretty much in a single room, similar to Spawned. But unlike Spawned this map is all based around various difficult challenges. Its quite a hard map but if you get stuck there is a walk through included in the map directory. If you like the map make sure to head over to Lahleon's thread to click on his adf.ly link!
24 Half Blocks (Top Half and Bottom Half variants of each)
16 Table Types
8 Chairs
10 Rope/Vines
3 Chains
16 Ladders
14 Lights
4 New Grass Types
3 New Sand Types
7 Overlay Blocks
Tutorial Videos
Credits
My Girlfriend for creating the island I used
MrMessiah for his BetterLight and BetterGrass mod thats integrated into the mod (can enable/disable it in the options)
N3X15 for his SnowMod
Bemoliph for testing out my changes
Thundara for managing the Redmine I was using
Everyone who works on MCP as this mod is heavily based on MCP. Those guys are all great and I love contributing to the project.
Scaevolus for Optimine!
HarryPitfall for the base animated fan texture I started with
Shockah for the additional block IDs
Rhodox for the Painterly Pack which is used in a lot of the new textures. http://painterlypack.net/index.html
CyborgDragon, Leonardo, and Oozeball plus many others for all the work on the AC Wiki
ScottyDoesKnow for letting me use his gun and ammo sprites by hatwhale and captiva
Recent Version History
r1095 - Adds a NPC Path block that can have an NPC path to it. Cutscene cameras can be set to not pause the game.
r1089 - Fixes storage block saving of tile entities
r1087 - Can disable random pathing on EntityCreature's via .canPathRandomly. Can adjust random looking via .canLookRandomly, randomLookVelocity, randomLookRate, and randomLookRateVariation. randomLookNext contains when the entity will choose a new random velocity.
r1085 - Living entities now have a FOV which is used to determine if a target can be seen (use debug or /renderfov to see the FOV angle). Pathing only simplifies the current segment walking along now. Mobs won't update their path to their target unless they can see the target therefore they will now goto the last known position and then give up after a while. Fixed muzzle flash getting stuck permantly on for zombies and skeletons when they can't see you. Can get time stats on scripts via /scriptstats and reset the stats via /scriptstatreset. Store block correctly renders its items and the sky renders correctly now when looking at a store block. Bullets from mobs will now no longer come from their feet but instead their waist. Lots of prep code work for 1.8.1 update including shifting blockID range of several blocks (id's 100-122 are now 150-172 and id's 152-155 are now 173-176).
r1062 - Fixed slime movement speed. Fixed block placement.
r1056 - Custom items can now be created. Vec3's can be created via Vec3 now and have new helpful functions on them.
r1048 - Adds the ability to execute a script on the various movement key presses and stop them from occuring. Exposing EntityLiving's gravity, jumpVelocity, jumpWallMultiplier, jumpInAirMultiplier, shouldJump, airControl. Move speed greater than 1 will allow faster movement. Player's move speed is effect now by moveSpeed. Fixing rifle to use rifle ammo again and not pistol ammo. Adds rayTraceBlocks and rayTrace to world and rayTrace to entity. Adds the function fireBullet to EntityLiving.
r1039 - Full weapons will show their ammo bar. Shotgun muzzle flash works once again. Shotgun now requires you wait for the reload to finish before you can fire (previously could fire the second the reload started). Exposes to scripting whether the entity's onGround flag is set or not (entity.onGround). Pathing improvements with regards to clip blocks, fences, and paths requiring jumping. Creatures will now actually use their paths if they have a target. Zombie and skeleton firing slightly altered. The "Score" will no longer print when you die.
r1027 - Adds better reloading to the shotgun, pistol, and rifle. AdventureCraft sound resources can now be automatically downloaded. Can deactivate an active cutscene via effect.cancelCutscene(). Automatically changing the sound string's from Javascript to lower case.
r1022 - Fix for terrain2.png and terrain3.png sometimes loading as white textures. Can no longer crash minecraft with /cameraadd if a nonnumber is supplied. Glass can now take translucent textures. '\n' will create line breaks with the UILabel now. Overlays textures are now looked up as "/overlays/texture.png" instead of "overlays/texture.png" to be in line with other texture retrievals
r1016 - Models can be attached to each other by the variable .modelAttachment on them. Cave sounds disabled. Can specify the texture width and height on models at model creation time Model(texWidth, texHeight). UI elements can be moved smoothly now via .moveTo(x, y) and .moveBy(dx, dy).
r1010 - Replace the MC logo on the main menu. Entities have on them now .isFlying which can be set True for them to fly around. Can edit the time of camera points with an editbox by right clicking them. The sound in cutscenes is now based off the cutscene camera not the player's position.
r1004 - Adds effect.fovModifier for adjusting the FOV. Fixes a crash with opening a second map then a cutscene camera gets activated.
r1002 - Cutscene camera is cleared upon quiting a map. UI Labels can now have their position be set as floats. The HUD can be enabled/disabled via ui.hudEnabled.
Installing + Running
1. Double Click AdventureCraft.jar
2. Install either via Install (copies the files from your minecraft directory) or Install Via Login (gets a fresh copy)
3. Press start
Downloads Link Removed
Licensed Under
Hello, I tried downloading the mod via the installer jar but dropbox gave me an error saying the link has too much traffic and has been temp. disabled.
When I go to open the jar file, that message comes up. I am on a mac, if that info helps. And I have bought minecraft. So that is not the problem.
Any help would be greatly appreciated.
Smumet! c:
It's very obvious what the problem is, too many people are downloading, not enough bandwidth to supply the mass downloads. Calm yourself, it should fix itself.
there is no way to make a light near the player w/o torch. What you could do is make the torch invisible and script it so that it it in your hand all the time, but you would then only have one hand open.
Hmm yep -.-
Okay its impossible to use UISprite to strech an image over the screen. The only way is to use setOverlay but that have no alpha attribute
for the problem with the light: using fog makes it easier to get the wished effect ^^
It's very obvious what the problem is, too many people are downloading, not enough bandwidth to supply the mass downloads. Calm yourself, it should fix itself.
I WORSHIP you. Thank you for answering my question too!
After I had some confusing problems with the first try of Mines of Runthan here the next one...
At the moment its only in german, but I will translate.
The game is like a dungeon crawler, you got caught in an castle doomed by the dark lod Schaterg and set under earth till your youth (Runthan was the castle you lived)
Your Quest: To free Mariel caught in this flame/light shape.
Blue You value knowledge, logic, and deceive You love to pursue wisdom but also to manipulate and deceive. At your best, you are brilliant and progressive. At your worst, you are treacherous and cold. Your symbol is a water droplet. Your enemies are green and red.
Explain the problem. When does this happen? Which map are you using?
Yes. If you have problems, use the vid in my sig's link.
Your grammar has a java exception occurring.
Can someone please help, i'm on mac and when I open AdventureCraft.jar and an error appears, telling me "Server returned HTTP response code: 509 for URL: http://dl.dropbox.co.../swt-mac64.jar" (Got any ideas what this is?) I would appreciate any help.
there is no way to make a light near the player w/o torch. What you could do is make the torch invisible and script it so that it it in your hand all the time, but you would then only have one hand open.
That could make for an interesting adventure....
http://www.minecraft...-380-downloads/
Hello, I tried downloading the mod via the installer jar but dropbox gave me an error saying the link has too much traffic and has been temp. disabled.
It's very obvious what the problem is, too many people are downloading, not enough bandwidth to supply the mass downloads. Calm yourself, it should fix itself.
http://www.minecraft...-380-downloads/
Hmm yep -.-
Okay its impossible to use UISprite to strech an image over the screen. The only way is to use setOverlay but that have no alpha attribute
for the problem with the light: using fog makes it easier to get the wished effect ^^
nice one
Maybe i need some later...
My first world problems: Doors placed in F4 are only half size as usual
At the moment its only in german, but I will translate.
The game is like a dungeon crawler, you got caught in an castle doomed by the dark lod Schaterg and set under earth till your youth (Runthan was the castle you lived)
Your Quest: To free Mariel caught in this flame/light shape.
Its a "little" bit like the game Stonekeep
Hey! Hey! Look! Listen! Look! Look! Listen! Listen to the posts above you!
Can our fate really depend on such a lazy boy?