Random Chitchat 2012-2016 - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Off Topic (https://forum.cuberite.org/forum-9.html) +--- Forum: Off Topic Discussion (https://forum.cuberite.org/forum-10.html) +--- Thread: Random Chitchat 2012-2016 (/thread-434.html) Pages:
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RE: What we're doing - xoft - 06-26-2013 My mobs still don't work properly, they just play the moving animation, but stay at one place. RE: What we're doing - tonibm19 - 06-26-2013 For me mobs work right. Now I stay at home during night RE: What we're doing - xoft - 06-26-2013 What are your coords, are you anywhere near the spawn? The mobs glitch for me when they're far away from spawn, say, 300 blocks away. Anyway, this is good, at least I can fix it; it would've been worse if it were the other way around RE: What we're doing - tonibm19 - 06-26-2013 (06-26-2013, 07:26 PM)xoft Wrote: What are your coords, are you anywhere near the spawn? The mobs glitch for me when they're far away from spawn, say, 300 blocks away.Im maybe 100 blocks away spawn RE: What we're doing - xoft - 06-26-2013 That's still within load-range of the spawn. I believe if you move further away from the spawn, mobs will stop working for you, too. It's possible that it needs to be a specific direction - some past errors were due to negative coords being handled wrong; I'm not sure now what my coords are, and can't find out. RE: What we're doing - tonibm19 - 06-27-2013 I'm trying to add different gamemode for each world in core. I added this in gotoworld.lua Code: if( Player:MoveToWorld(Split[2]) == creative ) then RE: What we're doing - NiLSPACE - 06-27-2013 The MoveToWorld function returns true if the player is moved to a different world and false if an error occurred(like the world doesn't exist). Also i think creative and world on the first and sixth line are nothing. Maybe show us the complete code? RE: What we're doing - tonibm19 - 06-27-2013 Here's the code now I have. function HandleGotoWorldCommand( Split, Player ) if( #Split ~= 2 ) then Player:SendMessage( cChatColor.Green .. "Usage: /gotoworld [WorldName]" ) return true end if( Player:MoveToWorld(Split[2]) == false ) then Player:SendMessage( cChatColor.Green .. "Could not move to world '" .. Split[2] .. "'!" ) return true end if ( Split[2] == creative ) then Player:SetGamemode(1) return true end if ( Split[2] == world ) then Player:SetGamemode(0) return true end Player:SendMessage( cChatColor.Green .. "Moved successfully to '" .. Split[2] .. "'! " ) return true end I have a world named world (I want it to be a survival world) and a world named creative (a creative world) RE: What we're doing - NiLSPACE - 06-27-2013 uhm lets say I use the command "/gotoworld NewWorld" then at line 12 it is if "NewWorld" equals nil (since creative isn't anything) then set the gamemode to 1. what you could try is use "/gotoworld NewWorld creative" then change the Split[2] at line 12 and 17 to Split[3] and the creative/world to "creative"/"world" also at line 2 the 2 should then be replaced by a 3 or change it to if( #Split ~= 2 or #Split ~= 3 ) then RE: What we're doing - tonibm19 - 06-27-2013 (06-27-2013, 04:25 AM)STR_Warrior Wrote: uhm lets say I use the command "/gotoworld NewWorld"Ok, but I don't want this. I want that if a player types /gotoworld creative it's teleported to a world named creative and his gamemode change to 1. And the same with /gotoworld world (goto the world world and set gamemode to 0. |