
Everything posted by Goodly
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Portals-Other Worlds
If you just want to bring a player from one map to another map's spawnpoint, you should use a message block with /goto [map] in it. If you need more precise control over the destination in the other map, you should use a portal.
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Cancel an OnBlockChangingEvent?
The cancel argument only stops the level itself from being edited. The player will still see their change appear, but only on their screen. To fix this, you need to send a block change back to the player to visually undo the block they tried to place or delete. p.SendBlockchange((ushort)x, (ushort)y, (ushort)z, block);
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Whats classicube like now?
It's hard to say what's changed without an exact reference of when you were here before. UnknownShadow200 has done lot of work console ports; you can read about some of the supported systems here. I also recently added fancy lighting mode in the latest development build. Also, the ClassiCube terms of service have been updated in the last year or so. You can view them here https://www.classicube.net/terms/
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Is there a content creator program?
To show you're dedicating most of your videos to this game, do it. There is no special youtuber or content-creator role.
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Made a tone indicators plugin
I made changes and comments explaining the reasoning: using System; using MCGalaxy; using MCGalaxy.Events.ServerEvents; using MCGalaxy.Events.PlayerEvents; // REQUIRES THE LATEST VERSION OF MCGALAXY!!!!!!!!!!!!!!!!!!!!!!!!!!! namespace PluginToneIndicators { public sealed class ToneIndicators : Plugin { public override string name { get { return "tones"; } } // This should indicate the earliest version of MCGalaxy the plugin is compatible with, rather than the plugin's version // Unfortunately we must use the current version because the development build of MCGalaxy hasn't incremented the version number public override string MCGalaxy_Version { get { return "1.9.4.9"; } } public override string creator { get { return "AllergenX"; } } public override void Load(bool startup) { OnChatEvent.Register(OnChat, Priority.High); } public override void Unload(bool shutdown) { OnChatEvent.Unregister(OnChat); } public static void OnChat(ChatScope scope, Player source, ref string msg, object arg, ref ChatMessageFilter filter, bool relay) { //The general criticism is that you have a lot of code that is copy-pasted and doing the same thing. //This can be a problem because if you have to fix or change something, you have to be able to accurately //copy and paste that change into many places, which can be a common source of mistakes. //For instance, your original code had this: // // else if (msg.CaselessContains("/srs")) // { // const string removeString = "/nsrs"; // //Beause of the copy pasting of each tone, you forgot to change the if /srs to if /nsrs //To solve this, we can write a function that handles the parts that were copy pasted before, //and pass arguments for the parts that are different, for much less repeated text. if (HandleTone("/j", "joking", ref msg)) { return; } if (HandleTone("/s", "sarcasm", ref msg)) { return; } if (HandleTone("/hj", "half-joking", ref msg)) { return; } if (HandleTone("/srs", "serious", ref msg)) { return; } if (HandleTone("/nsrs", "not-serious", ref msg)) { return; } if (HandleTone("/r", "romantic", ref msg)) { return; } if (HandleTone("/t", "teasing", ref msg)) { return; } //^ If the given tone was handled, we're done, so we can quit the function early with return. //You could also use else-if. It's a personal preference IMO } // Returns true if the tone was found and the message was modified, otherwise false public static bool HandleTone(string tone, string prefix, ref string msg) { int toneStart = FindTone(tone, msg); if (toneStart == -1) { return false; } string startOfString = msg.Substring(0, toneStart); string endOfString = msg.Substring(toneStart + tone.Length); // Remove a space to prevent double spaces when removing a tone if (endOfString.Length > 0 && endOfString[0] == ' ') { endOfString = endOfString.Substring(1); } string cleanString = startOfString + endOfString; msg = ("&7[&a"+prefix+"&7] " + cleanString); return true; } // Returns the index of a tone if it was found, -1 if not found public static int FindTone(string tone, string msg) { int toneStart = msg.IndexOf(tone); if (toneStart == -1) { return -1; } //We need to make sure the tone isn't part of another word or tone. //Both sides of the word must either be a space, or the start/end of the message bool leftSideClear = false; bool rightSideClear = false; // Bonus info: when using || in if statements to do "OR", as soon as one of the conditions is true, it skips over the remaining ones. // This means that we do not have to do string bounds checking when looking at index -1 because // it's guaranteed that toneStart is not zero if (toneStart == 0 || msg[toneStart-1] == ' ') { leftSideClear = true; } if (toneStart + tone.Length == msg.Length || msg[toneStart+tone.Length] == ' ') { rightSideClear = true; } if (leftSideClear && rightSideClear) { return toneStart; } else { return -1; } } } }
- Made a tone indicators plugin
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Cancel event in MCGalaxy plugin using C#
To modify messages sent by players, use OnChatEvent and modify the ref "msg" argument. I believe you will need to be using the latest build of MCGalaxy to do this, though. You can find latest builds here: https://123dmwm.com/MCGalaxy/ https://github.com/ClassiCube/MCGalaxy/blob/master/MCGalaxy/Events/ServerEvents.cs#L107 For instance public static void OnChat(ChatScope scope, Player source, ref string msg, object arg, ref ChatMessageFilter filter, bool relay) { if (message.CaselessContains("sign")) msg += " I STEPPED ON THE SIGN!"; }
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Setting command permission in a level with a command
There is no way to set a command permission only in a specific level. Allowing players to make custom blocks without having access to /lb generally (along with many other commands) is what /os is for. Players can use /os lb to create blocks in their realms.
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Build commands in Message Blocks
/mb [block] /z tnt |/mark 0 0 0 |/mark 20 20 20
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I saw there was a mod section, but how do you even make mods?
The ClassiCube client doesn't have a mod menu. If you're referring to something else it might help to clarify what you meant
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I got banned (It will not let me poste under the banned wagon)
- If you could have ClassiCube ported to any one platform, what would it be?
Click the image to see the list of ClassiCube's supported devices- If you could have ClassiCube ported to any one platform, what would it be?
- To Andrew....
Servers can send custom models so no client modification needed there. My main concern with attempting to develop any kind of fps mechanics is that the delay based netcode of classicube makes it kind of unsatisfying and difficult to play. At least for any sort of hitscan-type weapons. No custom sounds or camera feedback(shake, first person fire anim, etc) will also leave the gamefeel lacking. Oh yeah, alecdent mentioned this as well. Definitely doable if someone has the motivation to add it- To Andrew....
In general anything that requires the client itself to be modified for a new feature is probably not going to happen. The rest of what you've mentioned is doable if a developer is interested in it, but that's all server side stuff so it doesn't really have anything to do with AndrewPH or the core classicube dev 'team' (UnknownShadow200). Nothing relating to survival will ever officially be added to ClassiCube for brand reasons What is CS rotate?- To Andrew....
Why don't you ai-generate some updates for the game- Recommended Games?
I'd recommend Cave Story, it's a free side-scrolling shooter game released for free to widespread critical acclaim.- Introducing ClassiCube SkinSwatch
That doesn't make them useless at all. This program only allows you to swap out existing skin pieces on entire limbs at a time. It's nowhere near a proper substitute for making actual custom skins.- Important Security Reminder for all users
The point is that we don't know which 3rd party clients could steal your password. These are the criteria you would need to meet to be able to trust a 3d party client: 1. Its code is completely open source 2. You have reviewed every single change done to the client to make sure it has no malicious code 3. You compile from the source code yourself, because any executables they upload could have something in it that wasn't shown in the source code.- What is this? Where am I? Where did all the topics go?!
Very cool, "Andrew PH"; thank you. - If you could have ClassiCube ported to any one platform, what would it be?