I fixed it I found out when I updated to version 1.0.1 that I had the wrong GuiLib. Sorry this is a great mod and you are now my favorite modder. It is so helpful for maps. Thanks so much.
I fixed it I found out when I updated to version 1.0.1 that I had the wrong GuiLib. Sorry this is a great mod and you are now my favorite modder. It is so helpful for maps. Thanks so much.
What do you mean by wrong GuiLib? Anyways, no problem!
From what I can tell, the scripting support here is very good compared to WorldEdit's own scripting support - even if only for the fact that filters can use GUIs and NBT tags aren't immutable (the latter of which tends to make WorldEdit craftscripts horribly verbose when doing anything even moderately advanced).
As someone with a decent bit of experience in WorldEdit scripting (I've written eight complete WorldEdit scripts which have noticeably sped up mapmaking work for a group I'm in), I have few questions (yes, I'm too lazy to look through the Github source in-depth):
Does your scripting support allow scripts to use the player's location as implicit input? Three of my scripts use the player's location to determine their effects, allowing the user to not have to worry about typing in coordinates manually (if you're wondering, they have to do with appending coordinates to command blocks and assigning spawners' spawn positions). This was actually the entire reason I learned craftscripting - so we could finally stop having to hit F3 and type out our coordinates: things become so much more convenient when your in-game avatar can be used as a cursor.
Can scripts for your mod gain access to other APIs? WorldEdit craftscripts have full access to the Java API, WorldEdit API, and can even hook into Bukkit/CraftBukkit. Your mod uses the Forge API - by any chance, can scripts access that?
How does Undo support work for you? WorldEdit craftscripts have the full backing of the WorldEdit Undo/Redo history system for any blocks which they modify (unless they're coded incorrectly - but, for a proper script, the undo/redo feature is passively functional without the need for explicitly defining history-related data). It's interesting to note that the undo support in WorldEdit works even if a script edits blocks outside the selected region - a feature not present in MCedit.
All in all, I'll probably be sticking with MCedit for filters and WorldEdit for in-game scripts, mainly because I'm already used to the workflow and have most of the scripts I'll need for ingame editing purposes (whereas I tend to reserve filters for operations which I don't use as frequently, such as converting chests into villagers and vice-versa). I just thought I'd ask those questions as they may give ideas for future features, if the mentioned things aren't already possible.
Awesome I can't wait for that filter. I meant that I had downloaded the 1.5.2 version of your GUILib download. I was looking at some filters and I saw a cool one it lets you fill a chest with amour blocks and items then you run a filter on it and you can select what mob you want and it will wear and hold that item it will also have the block on its head. I understand if you can't add that I know nothing about modding but I think it would be a cool filter. Awesome mod update and I like that fill dispenser filter. I am using your mod so much thanks.
From what I can tell, the scripting support here is very good compared to WorldEdit's own scripting support - even if only for the fact that filters can use GUIs and NBT tags aren't immutable (the latter of which tends to make WorldEdit craftscripts horribly verbose when doing anything even moderately advanced).
As someone with a decent bit of experience in WorldEdit scripting (I've written eight complete WorldEdit scripts which have noticeably sped up mapmaking work for a group I'm in), I have few questions (yes, I'm too lazy to look through the Github source in-depth):
Does your scripting support allow scripts to use the player's location as implicit input? ...snip
Can scripts for your mod gain access to other APIs? ...snip
How does Undo support work for you? ..snip
All in all, I'll probably be sticking with MCedit for filters and WorldEdit for in-game scripts, mainly because I'm already used to the workflow and have most of the scripts I'll need for ingame editing purposes (whereas I tend to reserve filters for operations which I don't use as frequently, such as converting chests into villagers and vice-versa). I just thought I'd ask those questions as they may give ideas for future features, if the mentioned things aren't already possible.
Anyways, great work.
Thanks! And I chose Javascript over python because I knew Rhino would be easy to implement + I like languages with brackets over indentation (person preference). Note that I was being quite careful in my filters to set good examples. When creating java objects in javascript, the new keyword is not needed (so something like var tag = TAG_Compound() should work fine). Note that the special provided iterators (Range, TagItr) do require the new keyword though. Plus, you shouldn't need semi-colons for a majority of the code, but then again, why not?
And while this mod does have some scripting support, the main focus (at least so far) has been on filters. I have worked hard to build the GUI and new features (Item selection support currently) are on their way.
And I suggest that you look through the source code on GitHub, it'll definitely help. Also, feel free to submit pull requests if you want to add/modify something.
As for your questions
Yes, you can access a Vec3 representation of the player's position with player.position. Note that changes to the vec3 will not affect the player's position unless you set it with a call to player.setPosition or player.position = var. Or, you can just call player.x, player.y, and player.z
Currently scripts are sandboxed into java.util and the libraries I have provided. It just won't work pretty in the obfuscated environment otherwise.
There currently isn't any undo support. This is possible, of course, but would really be a pain to implement as it adds a lot of overhead. The options are either create a restore point, or log everything that has been changed - what does WorldEdit use? Maybe in the future...
Awesome I can't wait for that filter. I meant that I had downloaded the 1.5.2 version of your GUILib download. I was looking at some filters and I saw a cool one it lets you fill a chest with amour blocks and items then you run a filter on it and you can select what mob you want and it will wear and hold that item it will also have the block on its head. I understand if you can't add that I know nothing about modding but I think it would be a cool filter. Awesome mod update and I like that fill dispenser filter. I am using your mod so much thanks.
An update should be released by sometime tomorrow. And oh, yeah, that wouldn't work then And a direct link to the filter would be great.
Anyways, as a question for the upcoming filter, does setting an item's damage value to -1 still make it infinite? Or has that bug been fixed?
Setting a items damage value to -1 does make it infinite and did you want the link to the video of the filter or the download link. Cool update do you have anymore filters plan?
also could you add server support? I would like to be able to do this while my friends are building on the other side of my custom map
It's like running MCEdit filters in-game. You use the selector wand to select a region/entity and then run the filters on it. The mod already support SMP - you just need to install it on the server (and client).
Setting a items damage value to -1 does make it infinite and did you want the link to the video of the filter or the download link. Cool update do you have anymore filters plan?
Yup, it does. The download link would be perfect. Currently I don't have any other filters planned, but I'm always taking requests.
Great Idea......Love It ! ! !
But the Github says that you need Rhino?
Can you clarify this for me. I want to try it out,,,,,,
Thanks
The installations on GitHub are only for people trying to use the source code. Don't worry about them - just follow the instructions in the first post.
This is by far the best mod I have seen in quite a while! Great work! This will be extremely useful with SPC/WorldEdit and All-U-Want!
EDIT: Ok I'm having some trouble. I have the mod installed, and pressing f7 opens the GUI, but both buttons are greyed out. Am I missing something?
EDIT2: Well now I found out what I was doing wrong (/filter, not the GUI) but It only complains about having no selection! I poked through the code but I couldn't figure out how to set the selection.
EDIT2: Well now I found out what I was doing wrong (/filter, not the GUI) but It only complains about having no selection! I poked through the code but I couldn't figure out how to set the selection.
What do you mean by "how to set the selection"? If you're talking about for filters, then you right-click with the Selection Wand. You can find this wand by searching for it in the creative inventory. If this isn't the answer you're looking for, then don't mind me.
What do you mean by "how to set the selection"? If you're talking about for filters, then you right-click with the Selection Wand. You can find this wand by searching for it in the creative inventory. If this isn't the answer you're looking for, then don't mind me.
What do you mean by wrong GuiLib? Anyways, no problem!
And check this out:
Item Settings!
From what I can tell, the scripting support here is very good compared to WorldEdit's own scripting support - even if only for the fact that filters can use GUIs and NBT tags aren't immutable (the latter of which tends to make WorldEdit craftscripts horribly verbose when doing anything even moderately advanced).
As someone with a decent bit of experience in WorldEdit scripting (I've written eight complete WorldEdit scripts which have noticeably sped up mapmaking work for a group I'm in), I have few questions (yes, I'm too lazy to look through the Github source in-depth):
Anyways, great work.
Thanks! And I chose Javascript over python because I knew Rhino would be easy to implement + I like languages with brackets over indentation (person preference). Note that I was being quite careful in my filters to set good examples. When creating java objects in javascript, the new keyword is not needed (so something like var tag = TAG_Compound() should work fine). Note that the special provided iterators (Range, TagItr) do require the new keyword though. Plus, you shouldn't need semi-colons for a majority of the code, but then again, why not?
And while this mod does have some scripting support, the main focus (at least so far) has been on filters. I have worked hard to build the GUI and new features (Item selection support currently) are on their way.
And I suggest that you look through the source code on GitHub, it'll definitely help. Also, feel free to submit pull requests if you want to add/modify something.
As for your questions
An update should be released by sometime tomorrow. And oh, yeah, that wouldn't work then And a direct link to the filter would be great.
Anyways, as a question for the upcoming filter, does setting an item's damage value to -1 still make it infinite? Or has that bug been fixed?
It's like running MCEdit filters in-game. You use the selector wand to select a region/entity and then run the filters on it. The mod already support SMP - you just need to install it on the server (and client).
Yup, it does. The download link would be perfect. Currently I don't have any other filters planned, but I'm always taking requests.
But the Github says that you need Rhino?
Can you clarify this for me. I want to try it out,,,,,,
Thanks
The installations on GitHub are only for people trying to use the source code. Don't worry about them - just follow the instructions in the first post.
EDIT: Ok I'm having some trouble. I have the mod installed, and pressing f7 opens the GUI, but both buttons are greyed out. Am I missing something?
EDIT2: Well now I found out what I was doing wrong (/filter, not the GUI) but It only complains about having no selection! I poked through the code but I couldn't figure out how to set the selection.
What do you mean by "how to set the selection"? If you're talking about for filters, then you right-click with the Selection Wand. You can find this wand by searching for it in the creative inventory. If this isn't the answer you're looking for, then don't mind me.
That is what I mean, thank you!
I think it would be cool to add this thanks.