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Rainb0wSkeppy

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  1. SuperZPMax started following Rainb0wSkeppy
  2. you cant but you can hide all custom blocks with /os lb edit 66-767 order 0
  3. using System; using MCGalaxy; using MCGalaxy.Events; using MCGalaxy.Events.PlayerEvents; namespace MCGalaxy { public class ClickHoldingBlockExample : Plugin { public override string name { get { return "ClickHoldingBlockExample"; } } public override string MCGalaxy_Version { get { return "1.9.5.1"; } } public override string creator { get { return "Rainb0wSkeppy"; } } public override void Load(bool startup) { OnPlayerClickEvent.Register(click, Priority.Normal); } public override void Unload(bool shutdown) { OnPlayerClickEvent.Unregister(click); } void click(Player p, MouseButton button, MouseAction action, ushort yaw, ushort pitch, byte entity, ushort x, ushort y, ushort z, TargetBlockFace face) { if (p.GetHeldBlock() != Block.Stone) return; if (action != MouseAction.Press) return; if (button == MouseButton.Left) p.Message("left click holding stone"); else if (button == MouseButton.Right) p.Message("right click holding stone"); } } }
  4. you cant only disable tnt explosions without disabling water and lava flowing
  5. the isometric drawer still renders using Gfx_DrawVb_IndexedTris_Range so its still using the gpu so its the same problem just use the map renderer its actually efficient
  6. the isometric drawer is meant for drawing the hotbar/inventory blocks
  7. an isometric screenshot like in indev would require taking a lot of screenshots of parts of a map then putting them together to make a large image i looked at the cc source code and found that the only way to read pixels from the screen that isn't backend specific is to call cc_result Gfx_TakeScreenshot(struct Stream* output); which isn't declared with CC_API so it shouldn't be used by plugins (it could be changed or removed and break any plugins that use it) and outputs a png i tried to call glReadPixels but i couldn't get it to work also to actually render the map you will need to call void MapRenderer_RenderNormal(float delta); void MapRenderer_RenderTranslucent(float delta); which also aren't CC_API you could render the map on the cpu but it would be very slow
  8. Rainb0wSkeppy changed their profile photo
  9. try removing the :443
  10. yes but you can use the defaults, they don't require creating any custom blocks
  11. a few weeks ago i made a plugin that generates the nether and one for the end you can get the nether plugin here and the end plugin here
  12. WARNING: the app's dev didint sign the exe with a certificate that you need to pay microsoft 1000000000$ to get
  13. wiki.vg was shut down, what will happen with cpe? will there be any more extensions? how would someone make a proposal for a cpe extension? (the mc classic protocol and cpe are still accessible on archive.org)
  14. the shape of a block must be a single cuboid in mcgalaxy: /[lb command] edit [block id] min [min coords] /[lb command] edit [block id] max [max coords] the command is /os lb if you're editing the blocks in your level, /lb if you're editing the blocks in the level but it's not yours or /gb if you're editing blocks for the whole server in singleplayer (in recent versions of cc): /blockedit [block id] min [min coords] /blockedit [block id] max [max coords] the min and max coords are 3 numbers from 0 to 16 for example to make a torch (assuming you set the textures correctly): /[lb command] edit [block id] min 7 0 7 /[lb command] edit [block id] max 9 10 9 to make a slab: /[lb command] edit [block id] min 0 0 0 /[lb command] edit [block id] max 16 8 16
  15. Rainb0wSkeppy posted a post in a topic in I Need Help!
    /physics 3 (please dont ban me for 1 word post)