PaintBall
#11
I thought I fixed multiworld. Try again, bearbin?
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#12
This is a really cool plugin that I will use when I open up Mini Games on my server, but first, I need to find some way of doing Hunger Games.
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#13
The HungerGames plugins is already finished: https://github.com/mc-server/HungerGames It does need some extra testing though so I can fix all the bugs that I don't know about.
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#14
Dang. That was fast. Thank you so much. So this has the functionality of the normal Bukkit plugin?

Thank you for helping. This helps a lot.

P.S: You should create a thread about it.
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#15
(04-19-2014, 08:14 AM)pikachu784 Wrote: So this has the functionality of the normal Bukkit plugin?
It's probably a little different to set up, but I think it should have the same functionality. But then I only created this plugin from videos I watched about hunger games and the 2-3 times I actualy played it. Wink

(04-19-2014, 08:14 AM)pikachu784 Wrote: Thank you for helping. This helps a lot.
No problem Smile

(04-19-2014, 08:14 AM)pikachu784 Wrote: P.S: You should create a thread about it.
I'll probably do it later today if nobody has an objection.
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#16
Oh god cProjectileEntity:GetCreator() is removed. Now Paintball doesn't work anymore.
Would
function GetCreator(a_Projectile)
  local CreatorID = a_Projectile:GetCreatorUniqueID()
  local Creator = nil
  a_Projectile:GetWorld():DoWithEntityByID(CreatorID,
    function(a_Creator)
      Creator = a_Creator
    end
  )
  return Creator
end
cause a deadlock?
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#17
Ill tryBig Grin

No deadlock, but I haven't tried a paintball game.
Combustible lemons and potato batteries, that's the future.Big Grin
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#18
It won't work well, because it does exactly what should never be done - store a pointer to an entity while in the callback and leaking that pointer out. You need to do your action directly in the callback, you can't pass the pointer around.
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#19
Tycho is making a fanfare about locked_pointer; does Lua support that?
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#20
Lua has no such thing out of the box, we would need to write support for it into ToLua++. Which would be pretty difficult.


I'm actually playing with the thought of abandoning ToLua++ completely and either use a different binding library, or not use a library at all - write a script that generates the bindings out of APIDump-style description that we'd write for the API. Adding API that way would be a bit more difficult than marking functions as "tolua_export", but on the other hand we could customize it completely, to support shared_ptrs, locked_ptrs etc. And we'd have a single source of both the bindings and the APIDump information, which would be really helpful for the documentation.
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