Okay, maybe the GUI is in the nearest future (: I have made the most of code and I can have a label, a button and a checkbox right now on a dialog. However I still have a lot to do. The font is sometimes broken and it is not centered correctly. Still no callback after tapping a button/checkbox or other thing. The dialog background looks bad. But this will be just beginning. Atm I won't add more elements. I will just try to make the font things correct and fix bugs. And add a option to make a button on the left of chat button. I am going to make Mod Menus possible.
Awesome awesome
Pretty excited Good luck >.>
Here for help if you need any!
ahh pretty cool so far though![size=medium]Oh alright fair enough.
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I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
function entityAddedHook(entity) {
savedEntity = entity;
}
???
Explanation: when you use var, you declare a var. If you declare it outside a function, it is accessible throughout the whole script in all functions. Or else it is local and deleted as long as the function ends.
Reminder: if you use 500 ise 's example for modTick, note that as long as another entity is added, including arrows and falling sand, the saved entity is overwrited, so you may want to test the entity type before saving, or add a global boolean var that, after one entity is saved, don't save any more.
E.g.
var saved=false;
var savedE;
function entityAddedHook(e){
if(saved){
return;
}
savedE=e;
}
I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
Long, and complex answer that is not true:
I chose readData since often you would not save a single datum (point of data), but would save many points together, via the join method on arrays or via JSON.stringify().
Serious answer:
Because MrARM choose that.
In the beta mods that move entity's or spawn them doesn't work so I had to add spawn eggs to my inventory. This was with a vinalla server and the mods on the client
This will simulate a touch at an area with the specified item so if its a block it'll place a block, if it's a hoe, it'll make farm land, if it's flint and steel, it'll set something on fire, etc...
And any news on ModPE.import()?
Maybe do anl name change ModPE.src(); or ModPE.source();
You can just use setTile....
You can actually already make this function.
function simTouch (cX, cY, cZ, item)
{
if (item == 1)
{
setTile (cX, cY, cZ, 1);
}
}
Or something like that
What are the parameters for ModPE.selectLevel?
Note side.
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I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
I considered doing simTouch/a way to call setTile directly. But I finally decided to not do it. If anyone wants it and would give a logical reason why I should add it, I will consider doing it. Of course opening crafting table/stone cutter/furnance aren't reasonans for it.
much easier to make custom items place blocks. Backpacks(chest simulation).
I considered doing simTouch/a way to call setTile directly. But I finally decided to not do it. If anyone wants it and would give a logical reason why I should add it, I will consider doing it. Of course opening crafting table/stone cutter/furnance aren't reasonans for it.
I'm making a mod (it's a secret) and I need it to run an action. Like if you tapped on a cole ore it would set time to day. Something like that. The function could also open the crafting tablel, funace, etc...
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Curse PremiumI am not going to add it. However I don't think that 500ISE will add it, because it is hard and has almost no use.
Oh alright fair enough.
Check out my game! It's an open-world, sandbox text adventure.
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Curse PremiumPretty excited
Here for help if you need any!
Check out my game! It's an open-world, sandbox text adventure.
Follow @hexdro_
Hexdro © 2012-2015
Why hard? Isn't like the bigger spiders mod by 500 ise or kimdo428?
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Curse Premium...
var savedEntity;
function entityAddedHook(entity) {
savedEntity = entity;
}
???
function useSchematic(assets,SchematicName.sche)
This will be easier for instant structures instaed of all those HUGE things like this
setblock(blah)
setblock(blah)
setblock(blah)
setblock(blah)
Multiply this by a hundred and you get a tiny room!!!
So plz add the schematic file support
Maybe you'd like to try my new script library?
PM if you want to test it.
It's built for making ModPE structures easier.
Size not shape. Else you can use setRenderType()
Explanation: when you use var, you declare a var. If you declare it outside a function, it is accessible throughout the whole script in all functions. Or else it is local and deleted as long as the function ends.
Reminder: if you use 500 ise 's example for modTick, note that as long as another entity is added, including arrows and falling sand, the saved entity is overwrited, so you may want to test the entity type before saving, or add a global boolean var that, after one entity is saved, don't save any more.
E.g.
var saved=false; var savedE; function entityAddedHook(e){ if(saved){ return; } savedE=e; }500 ISE why is it readData not readDatum?
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Curse PremiumLong, and complex answer that is not true:
I chose readData since often you would not save a single datum (point of data), but would save many points together, via the join method on arrays or via JSON.stringify().
Serious answer:
Because MrARM choose that.
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Curse PremiumModPE.joinServer("IP.address.com", 19132) <- port
I guess only the server can spawn entities.
This will simulate a touch at an area with the specified item so if its a block it'll place a block, if it's a hoe, it'll make farm land, if it's flint and steel, it'll set something on fire, etc...
And any news on ModPE.import()?
Maybe do anl name change ModPE.src(); or ModPE.source();
ive been waiting for this
Note side.
Not really what I meant. Let's say there's a certain coordinate you need to tap to run an action.
I'm making a mod (it's a secret) and I need it to run an action. Like if you tapped on a cole ore it would set time to day. Something like that. The function could also open the crafting tablel, funace, etc...