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Goodly

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Everything posted by Goodly

  1. Yes, you can check. Player.appName will be different if they are using webclient compared to standard client. But related to the OP, I don't think there's any way to send a different texture pack with a plugin.
  2. It's been fairly overblown. If you want details this is a good video going over the merger and some other recent Unity events.
  3. Thanks for pointing that out. Added to the guide as well
  4. We will be working with the assumption that your map is named mylevel. If it's not, replace occurances of "mylevel" with your map's name when following this tutorial. You must have server file access to both servers to accomplish this. In order to fully move mylevel to another server you will need: For blocks and zones, mylevel.lvl file in `levels` For blockdefs (custom blocks), if the level only uses local blocks and does not use any globally defined blocks: lvl_mylevel.json in `blockdefs` if the level only uses global blocks: Clone global.json from `blockdefs` and rename it to lvl_mylevel.json before cloning the file to the other server if the level uses both global and local blocks: use ClassiCube to save the level as temp.cw, import it into a server (/help import), then grab lvl_temp.json and rename it to lvl_mylevel.json before cloning that file to the other server this servers the purpose of combining local and global blocks into one blockdef file For blockprops (slab stacking and etc), _mylevel.txt in `blockprops` For message blocks, 1. Extract the messages from the server database with /server backup table Messagesmylevel 2. Messagesmylevel.sql will now be in the root folder of your server. Bring this file to the root folder in the other server. 3. In the other server, use /server import Messagesmylevel For Portals, Repeat the steps for message blocks, but instead of "Messagesmylevel" use "Portalsmylevel" For bots, extra/bots/mylevel.json For all the remaining level properties (env, settings from /map, etc), mylevel.properties in `levels/level properties`
  5. Please reply to your original thread with updates instead of creating new ones.
  6. Yes. While you're on iOS, go to https://www.classicube.net/, login, then hit play.
  7. go to https://www.classicube.net, sign in, click your name on the top right, scroll down, upload skin, save.
  8. You cannot hide ranks using MCGalaxy. Not sure what you mean by [administrator]. That sounds like a rank prefix which can be configured from properties/ranks.properties. The default is to have no rank prefixes.
  9. There is no way to remove your skin unfortunately.
  10. You are confusing the hosting service (think: an actual computer somewhere that costs electricity to run) with the server software (think: an .exe file you can click on that computer to run the ClassiCube server)
  11. I'm making an assumption on the OP's part that they actually wanted to disable all hacks. -fly and -noclip still allow speed and high jumping which is likely not what they intended.
  12. /os map motd -hax /help map motd
  13. Are you using the desktop or web client? Looks like the textures didn't download
  14. Goodly

    Arm Sway

    The arm in first person has never moved while idle. Swaying while moving the camera was implemented years after Minecraft Classic, so it was not implemented in ClassiCube.
  15. "mobs" is a super vague term, but there are is no way to add fightable monsters, which I assume is what you're asking. You can only add decorative entities like Umbreo said.
  16. I don't know if it helps you at all, but I very commonly run into this situation myself where such a feature would be useful. My solution is to first type that player's name in chat on its own, then ctrl + c to copy it to clipboard, then perform all the commands I need with their name ready to paste multiple times.
  17. The username is the account. All of their data is tied to the username and you must use the username when targeting them with commands. A nickname is something you can give to players which changes what their name looks like when they talk in chat. For instance you could do /nick matelo2 ClassiCuber And in chat if you talk it goes: ClassiCuber: Hi But you still need to do /tp matelo2 as a command example.
  18. You should also make sure to provide images of the texture pack when you post them. This helps people to see if they want to download it or not. By the way, I have moved your post from "Tutorials" to "ClassiCube Central" as tutorials was not the correct place to put a texture pack.
  19. /clones [name] will list all of the accounts that currently share IPs with [name]. By the way, it's not showing "nicks" it is showing their usernames.
  20. Goodly

    how do I use /ma?

    "/ma" is a shortcut for "/mark all" All "mark all" does is click at the coords 0 0 0 in the map then click at the coords on the other side of the map (e.g. 127, 127, 127), effectively marking the entire map. If you're playing in Not Awesome 2, you do not need to use /ma after /fixgrass because it automatically fixes the entire map. If you're playing anywhere else, you should use /ma after you use /fixgrass to mark the entire map. If you're playing on Not Awesome 2 and you want to only fix a specific area, use /fixgrassarea
  21. There is no /ip command. Also you clearly have no idea what IPs are or how they're used.
  22. You can't use .cw files with MCEdit. May I recommend you host a local instance of MCGalaxy for heavy-duty map editing? It contains a bunch of useful building commands. Check out the guide Venk wrote here:
  23. /skin bot [botname] [skin] What can you use for [skin]? For details, say /help skin
  24. Goodly

    Game translation

    The vast majority of dialogue a user would typically encounter belongs to MCGalaxy
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