mampf updated [plain]WorldEdit[/plain] with a new update entry:
[plain]fix Doors and Asphalt Ramps[/plain]
ZitatDoors and Asphalt Ramps can now be spawned
Read the rest of this update entry...
mampf updated [plain]WorldEdit[/plain] with a new update entry:
[plain]fix Doors and Asphalt Ramps[/plain]
ZitatDoors and Asphalt Ramps can now be spawned
Read the rest of this update entry...
Yes this is currently not really possible.
I'll add the problem to the Asphalt-ModKit ToDo list - Maybe we find a solution :p
mampf
mampf submitted a new resource:
[plain]Asphalt-ModKit - An event system for developers[/plain] - [plain]Asphalt-ModKit - An event system for developers[/plain]
ZitatAlles anzeigenEarly Alpha!!
If you are a server admin, download this plugin when you're using a mod that requires it.
If you are a developer this mod is a eventsystem which you can use for your mod.
Register a class which contains methods that will be called
We have currently the same problem. I think there is currently no way to attach it simply
Add this method to your code:
public static void AddActionPreventer<T>(PlayerActionManager<T> pPlayerActionManager, IActionPreventer<T> pActionPreventer) where T : IPlayerAction, new()
{
FieldInfo fi = pPlayerActionManager.GetType().BaseType.GetField("actionPreventers", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
IActionPreventer<T>[] actionPreventers = (IActionPreventer<T>[])fi.GetValue(pPlayerActionManager);
var preventers = actionPreventers.ToList();
preventers.Add(pActionPreventer);
fi.SetValue(pPlayerActionManager, preventers.ToArray());
}
Call it like this to register your "Event Listener":
Now you can create an ActionPreventer (A Factorty of IAtomicActions)
public class MyMessagePreventer : IActionPreventer<MessageAction>
{
public IAtomicAction CreateAtomicAction(MessageAction action)
{
return new FailedAtomicAction(new LocString("Blocked!"));
}
}
Because [ICODE]MessageAction[/ICODE] does not contain the real message, it's not possible to block messages based on the content.
(With this way)
Also it's possible to implement your own Action
Have fun :p
Thanks to Kronox for help
mampf updated [plain]WorldEdit[/plain] with a new update entry:
[plain]Icon, //walls and //move are working, fixed problem with coordinate "border"[/plain]
Zitat
- //walls and //move are working now
- added icon
mampf updated [plain]Sign Lift[/plain] with a new update entry:
ZitatUpdate to 7.3
mampf updated [plain]WorldEdit[/plain] with a new update entry:
[plain]Update to 7.3 - Alpha Version! Take Backups![/plain]
Zitat
Please Backup your world!
- Update to Eco Version 7.3
- Fixed Bug which destroyed whole world. (Wrong selection choosed)
- //walls and //move is currently disabled
- ChangedBlocks number could be wrong
Please give Feedback
Yes. I'm pretty sure with some earlier version we had negative coordinates. Now we have (the most time) only positive coordinates.
The mod can't handle the point where you jump from 720 to 0 for example
Ohh, I'm very sorry if my plugin destroyed your world. I hope you had an backup or undo worked :p
I will update to 7.3. For your issue I don't know how to reproduce it, so it's currently hard to say why the plugin didn't work =(
Edit: You found a bug, it's because you had a selection between the coordinate corners. I'll fix this!
Hello =)
I think there is no way. Because the files in the mod folder are loaded at different time than the .dll
Mampf
It works fine, yes. Can I use this to delete what I'm carrying?
I posted an update
mampf updated [plain]WorldEdit[/plain] with a new update entry:
[plain]Update to 7.2, fix expand and contract[/plain]
ZitatThis version is not compatible with 7.1.X !
mampf updated [plain]Sign Lift[/plain] with a new update entry:
[plain]Added config to enable check if block is next to sign[/plain]
ZitatAdded config to enable check if block is next to sign
mampf submitted a new resource:
[plain]Sign Lift[/plain] - [plain]Use Signs as a lift[/plain]
ZitatThis mods adds lifts to Eco.
Put one sign exactly above another sign.
On the lower sign write something that contains "lift up".
On the upper sign write something that contains "lift down".Now you can right click the sign (without a tool in your hand) to get up or down.
If you want to do a one way solution, the destination sign should contain only "lift"
I got some requests that maybe are interesting for your mod.
ìts a piece of shit in the game eco dont download it for eco its shit
Why do you think this is a piece of shit ?
yes exactly
Update
//shift 4 up, north, or pointing the way you want it says it's done it but nothing happens nothing moves and no errors in the logs
same with //contract
This is correct. These commands are moving the selection points. No blocks in the world. I think //contract is currently wrong but shift is working for me
The schematics from WorldEdit 0.0.7 are not compatible with WorldEdit 0.0.8