Please provide more information, what version of modloader are you using, did you install my modloader patch, what other mods are you running and if so in which order did you install them?
I installed macros last. used your modloader patch.
Error here:
The Meaning of Life, the Universe, and Everything.
Join Date:
5/27/2012
Posts:
186
Location:
Not Canada
Minecraft:
menchin
Member Details
Well, I did everything as stated on the OP, even tried deleting my whole .minecraft and starting again. I always get this error:
java.lang.NullPointerException
at ModLoader.onTick(ModLoader.java:1197)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.J(SourceFile:607)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 7935a08c ----------
Well, I did everything as stated on the OP, even tried deleting my whole .minecraft and starting again. I always get this error:
java.lang.NullPointerException
at ModLoader.onTick(ModLoader.java:1197)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.J(SourceFile:607)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 7935a08c ----------
Install the temporary Modloader patch as stated in the OP, there's a bug in the preliminary release which causes this to happen.
Thanks yet again.
How would I delete the current INVtweaks?
And will the modloader version replace the latter on drag and drop?
I don't think so although I'm not sure. If I were you I'd just do a "Force Update" through the launcher to get a clean .jar and then re-install Modloader + patch.
Yay, that was quick and easy
How about the ability to hide/show them?, or force clear (either all of chat history or just make text fade out even if it wants to wait)
I really need to change the text in the config file to read: Do not edit this file by hand. Unless you really want to. Nice work though.
Doesn't it already?
Oh, yeah, it doesn't...
I thought it might be sarcastic or something at first
I figure it was safe to assume, especially after you just told me where it was =P
Also, how about the ability to get lists as variables?
as a really basic example, to check if a person is online / list online players without pressing tab
Ok none of this should be necessary, I think something may be upsetting the 10 second delay I added to the actual event to make any of this necessary.
Try the version new version I've uploaded which is now 0.9.0.6.
If I'm right then that should remove the need for all of this messing around, just put your welcome into onPlayerJoined and bam! If in doubt use LOG in the first instance just to check.
Ey Mumfrey I was checking for updates and I noticed the file size of the v0.9.0 http://eq2.co.uk/minecraft/mods/mod_macros_0.9_for_1.3.1.zip
I noticed a slightly larger file size.. so you made another update to it?
so v0.9.0.6 is the correct version for the updated file above?
Rollback Post to RevisionRollBack
*If you want me to see your post please quote me, thx* I decided to add this in too because (overloaded Mail box lol)
Yay, that was quick and easy
How about the ability to hide/show them?, or force clear (either all of chat history or just make text fade out even if it wants to wait)
That module has literally 10 lines of code in it, I'll make a better one when I have time. I'm focusing on updating the Voxelbox mods at the moment.
I figure it was safe to assume, especially after you just told me where it was =P
Yeah absolutely, I was more just chuckling at the fact that the config files all say "do not edit this file", but then I suggest that people go edit them Think of it as more of a disclaimer!
Also, how about the ability to get lists as variables?
as a really basic example, to check if a person is online / list online players without pressing tab
I can add more iterators, that's kind of what I had in mind for that functionality.
Ey Mumfrey I was checking for updates and I noticed the file size of the v0.9.0 http://eq2.co.uk/minecraft/mods/mod_macros_0.9_for_1.3.1.zip
I noticed a slightly larger file size.. so you made another update to it?
so v0.9.0.6 is the correct version for the updated file above?
When I make minor updates I keep the filename the same to avoid changing all the links, but yeah the latest is 0.9.0.6 which fixes some tiny things, like clearing the crafting grid before crafting, checking that the item in the crafting output slot is the item expected before it's clicked (ever made pressure plates when you meant to make slabs!? you'll know what I mean) and hopefully a final fix for the issue people have been having with onPlayerJoin spamming things.
Can I get access to the module API? I still want to try my hand at adding some things.
And any chance the readme will get an update? There is a lot of stuff this thing can do that remains undocumented.
The API comes with the mod, so basically all you need to do is put the net.eq2online.macros.api namespaced stuff into minecraft.jar before you decompile it with MCP. You then just implement IScriptAction or IVariableProvider with your own classes, GetAPIVersionSupported() must return a matching number for the version you're compiling against, currently 3.
In the OnInit() function, your action/provider should register itself with ScriptCore, so for example:
@Override
public void OnInit()
{
ScriptCore.RegisterScriptAction(this);
}
Make a jar with your compiled classes called module_whatever.jar (must start with module_) and put it in the /mods/macros/modules folder and that's it.
Re the readme, as soon as I'm done updating mods I will be working on the wiki again.
What I'm trying to do is to assign my Q button to sprint. It seems easy enough, but I'm trying to make it so that when you hold down Q, it'll continue to sprint even after you've hit a block or something that makes you stop sprinting. When you let go of Q, it stops sprinting.
At the moment, I'm just using a basic $${{SPRINT}$$ assigned to my Q button but that only makes it so when you press Q once you start sprinting.
Can anybody help me here? I'm not the greatest at scripting. Thanks.
Mumfrey, I'm having a bit of trouble with the new mod. The Key Up event seem to be firing randomly. I have a macro binded to my forward key (E), with "always override" enabled. In the macro, I have the code in the keydown section to push the actual walk key, and under keyup I have code to release it. In the Key Held section I have $${SPRINT()}$$.
Anyways, I added a LOG() to the Key Up to debug, and my log message is coming up randomly. Sometimes, it is released after the first key help is hit, but sometimes, it works entirely properly.
can you advise where im going wrong with the following scrip
echo("ok - %KEYNAME%");
IF(CTRL);echo("/addwarp %KEYNAME%");
ELSEIF(ALT);echo("/addwarp back|/warp %KEYNAME%");
ELSEIF(KEY_1);SLOT(1);
ELSEIF(KEY_2);SLOT(2);
ELSEIF(KEY_3);SLOT(3);
ELSEIF(KEY_4);SLOT(4);
ELSEIF(KEY_5);SLOT(5);
ELSEIF(KEY_6);SLOT(6);
ELSEIF(KEY_7);SLOT(7);
ELSEIF(KEY_8);SLOT(8);
ELSEIF(KEY_9);ECHO("9-");SLOT(9);ECHO("-9");
ENDIF;
it was working in 1.2.5 though getting somewhat laggy. but now its unusable, and when hitting 9 it does the first line "ok - 9" prints
but it seldom seems to get to the end part slot(9) .
Im setting up individual keys now as it was to laggy anyhow, but where did i go wrong above.
Request - when editing the keys some are a different color to show they are system keys please provide an option to change the
color, im "color challenged" and find it really hard to see which function keys are free for example, thanks
What I'm trying to do is to assign my Q button to sprint. It seems easy enough, but I'm trying to make it so that when you hold down Q, it'll continue to sprint even after you've hit a block or something that makes you stop sprinting. When you let go of Q, it stops sprinting.
At the moment, I'm just using a basic $${{SPRINT}$$ assigned to my Q button but that only makes it so when you press Q once you start sprinting.
Can anybody help me here? I'm not the greatest at scripting. Thanks.
Change the macro to a key state macro, then put the SPRINT command into the KEY HELD event as well and set the repeat delay to 0. If you want to make it unsprint when you release Q just put $${UNSPRINT}$$ in the key up event. Simples.
Mumfrey, I'm having a bit of trouble with the new mod. The Key Up event seem to be firing randomly. I have a macro binded to my forward key (E), with "always override" enabled. In the macro, I have the code in the keydown section to push the actual walk key, and under keyup I have code to release it. In the Key Held section I have $${SPRINT()}$$.
Anyways, I added a LOG() to the Key Up to debug, and my log message is coming up randomly. Sometimes, it is released after the first key help is hit, but sometimes, it works entirely properly.
What other mods are you running? I'm unable to replicate this behaviour. If you're not running other mods, enable the debug information in the options and check whether it's displaying ENHANCED mode or COMPATIBLE mode.
can you advise where im going wrong with the following scrip
echo("ok - %KEYNAME%");
IF(CTRL);echo("/addwarp %KEYNAME%");
ELSEIF(ALT);echo("/addwarp back|/warp %KEYNAME%");
ELSEIF(KEY_1);SLOT(1);
ELSEIF(KEY_2);SLOT(2);
ELSEIF(KEY_3);SLOT(3);
ELSEIF(KEY_4);SLOT(4);
ELSEIF(KEY_5);SLOT(5);
ELSEIF(KEY_6);SLOT(6);
ELSEIF(KEY_7);SLOT(7);
ELSEIF(KEY_8);SLOT(8);
ELSEIF(KEY_9);ECHO("9-");SLOT(9);ECHO("-9");
ELSEIF(KEY_0);SLOT(1);
ENDIF;
it was working in 1.2.5 though getting somewhat laggy. but now its unusable, and when hitting 9 it does the first line "ok - 9" prints
but it seldom seems to get to the end part slot(9) .
Im setting up individual keys now as it was to laggy anyhow, but where did i go wrong above.
I can't see anything wrong with what you're doing here, although it would be a good idea to use the invoke-time version of the keys instead of the current state, prefix all of the keys with ~ and it uses the state that the key was in when the macro was triggered. Otherwise if the macro runs slower than your key press then it will be a little unpredictable.
It's not so much that it's 'laggy' but just that macros are deliberately run slowly to stop them from impacting on the game performance, IF's, ELSEIF's and DO's especially so.
Request - when editing the keys some are a different color to show they are system keys please provide an option to change the
color, im "color challenged" and find it really hard to see which function keys are free for example, thanks
IFMATCHES(%CHAT%,"§dWelcome §[a-f0-9](.+?)§f§d to the Server!");
MATCH(%CHAT%,"§dWelcome §[a-f0-9](.+?)§f§d to the Server!",&newplayer,1);
RANDOM(#greeting,2); // pick a number between 0 and 2
IF(#greeting = 2);
ECHO("Welcome &c%&newplayer%&f!");
ELSEIF(#greeting = 1);
ECHO("Welcome to the server &c%&newplayer%&f!");
ELSE;
ECHO("Hey there &c%&newplayer%&f, welcome!");
ENDIF;
I am getting "Script terminated with uncollapsed stack, check your script syntax"
I installed macros last. used your modloader patch.
Error here:
A graphic designer from Perth, Australia.
www.alene.co
Let me guess, you're using a non-modloader version of Inventory Tweaks...
java.lang.NullPointerException
at ModLoader.onTick(ModLoader.java:1197)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.J(SourceFile:607)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 7935a08c ----------
Install the temporary Modloader patch as stated in the OP, there's a bug in the preliminary release which causes this to happen.
Yes. Thank you. How do i fix?
A graphic designer from Perth, Australia.
www.alene.co
The non-modloader version breaks modloader, wait for jimeowan to release a modloader compatible version, I doubt it will take long.
Thanks yet again.
How would I delete the current INVtweaks?
And will the modloader version replace the latter on drag and drop?
A graphic designer from Perth, Australia.
www.alene.co
I don't think so although I'm not sure. If I were you I'd just do a "Force Update" through the launcher to get a clean .jar and then re-install Modloader + patch.
Also, how about the ability to get lists as variables?
as a really basic example, to check if a person is online / list online players without pressing tab
'Cause tomorrow spring is here
Ey Mumfrey I was checking for updates and I noticed the file size of the v0.9.0
http://eq2.co.uk/minecraft/mods/mod_macros_0.9_for_1.3.1.zip
I noticed a slightly larger file size.. so you made another update to it?
so v0.9.0.6 is the correct version for the updated file above?
*If you want me to see your post please quote me, thx* I decided to add this in too because (overloaded Mail box lol)
That module has literally 10 lines of code in it, I'll make a better one when I have time. I'm focusing on updating the Voxelbox mods at the moment.
Yeah absolutely, I was more just chuckling at the fact that the config files all say "do not edit this file", but then I suggest that people go edit them Think of it as more of a disclaimer!
I can add more iterators, that's kind of what I had in mind for that functionality.
When I make minor updates I keep the filename the same to avoid changing all the links, but yeah the latest is 0.9.0.6 which fixes some tiny things, like clearing the crafting grid before crafting, checking that the item in the crafting output slot is the item expected before it's clicked (ever made pressure plates when you meant to make slabs!? you'll know what I mean) and hopefully a final fix for the issue people have been having with onPlayerJoin spamming things.
And any chance the readme will get an update? There is a lot of stuff this thing can do that remains undocumented.
The API comes with the mod, so basically all you need to do is put the net.eq2online.macros.api namespaced stuff into minecraft.jar before you decompile it with MCP. You then just implement IScriptAction or IVariableProvider with your own classes, GetAPIVersionSupported() must return a matching number for the version you're compiling against, currently 3.
In the OnInit() function, your action/provider should register itself with ScriptCore, so for example:
Make a jar with your compiled classes called module_whatever.jar (must start with module_) and put it in the /mods/macros/modules folder and that's it.
Re the readme, as soon as I'm done updating mods I will be working on the wiki again.
What I'm trying to do is to assign my Q button to sprint. It seems easy enough, but I'm trying to make it so that when you hold down Q, it'll continue to sprint even after you've hit a block or something that makes you stop sprinting. When you let go of Q, it stops sprinting.
At the moment, I'm just using a basic $${{SPRINT}$$ assigned to my Q button but that only makes it so when you press Q once you start sprinting.
Can anybody help me here? I'm not the greatest at scripting. Thanks.
Anyways, I added a LOG() to the Key Up to debug, and my log message is coming up randomly. Sometimes, it is released after the first key help is hit, but sometimes, it works entirely properly.
can you advise where im going wrong with the following scrip
echo("ok - %KEYNAME%");
IF(CTRL);echo("/addwarp %KEYNAME%");
ELSEIF(ALT);echo("/addwarp back|/warp %KEYNAME%");
ELSEIF(KEY_1);SLOT(1);
ELSEIF(KEY_2);SLOT(2);
ELSEIF(KEY_3);SLOT(3);
ELSEIF(KEY_4);SLOT(4);
ELSEIF(KEY_5);SLOT(5);
ELSEIF(KEY_6);SLOT(6);
ELSEIF(KEY_7);SLOT(7);
ELSEIF(KEY_8);SLOT(8);
ELSEIF(KEY_9);ECHO("9-");SLOT(9);ECHO("-9");
ENDIF;
it was working in 1.2.5 though getting somewhat laggy. but now its unusable, and when hitting 9 it does the first line "ok - 9" prints
but it seldom seems to get to the end part slot(9) .
Im setting up individual keys now as it was to laggy anyhow, but where did i go wrong above.
Request - when editing the keys some are a different color to show they are system keys please provide an option to change the
color, im "color challenged" and find it really hard to see which function keys are free for example, thanks
Change the macro to a key state macro, then put the SPRINT command into the KEY HELD event as well and set the repeat delay to 0. If you want to make it unsprint when you release Q just put $${UNSPRINT}$$ in the key up event. Simples.
What other mods are you running? I'm unable to replicate this behaviour. If you're not running other mods, enable the debug information in the options and check whether it's displaying ENHANCED mode or COMPATIBLE mode.
I can't see anything wrong with what you're doing here, although it would be a good idea to use the invoke-time version of the keys instead of the current state, prefix all of the keys with ~ and it uses the state that the key was in when the macro was triggered. Otherwise if the macro runs slower than your key press then it will be a little unpredictable.
It's not so much that it's 'laggy' but just that macros are deliberately run slowly to stop them from impacting on the game performance, IF's, ELSEIF's and DO's especially so.
Okay I'll add a config option for this.
You can't: inventory tweaks breaks modloader at the moment. You need to wait for InvTweaks to update.
I am getting "Script terminated with uncollapsed stack, check your script syntax"