very nice, I can imagine on modern servers using streetlights this being very useful
Posts by yahwho
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Hi, is there any way to detect these events yet?
Or will these come with player change state?
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but by setting the damage too zero and the id to -1 it gets around this, but of cause once cancel event has been added for construction i will change my code to use that.
That's a great workaround yahgiggle
My MR plugin (v1) is all but finished except it was missing these construction event cancel methods so I delayed the released until next RW update... but... now it looks like I may be able to implement the same workaround as you've mentioned.
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Hi yahgiggle
I've also done something very similar for my server plugin.
However, aren't the construction events missing something very important for these kinds of plugins to work? The cancel method?
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@jffn_7 it will be worth the wait
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Just make sure that in the outer radial menu "closeOnSelect" is set to false, otherwise it won't work properly:
That's why it wasn't working.
Thanks for the reply
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yahgiggle very nice!!!
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Whenever I see the character in multiplayer I wonder if he looks similar to red51
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Immer wenn ich den Charakter im Multiplayer sehe frage ich mich ob er red51 ähnlich sieht
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Hi,
I don't think nested radials work.... should they?
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sehr cool
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Hi,
So if a plugin uses onPlayerCommand and the command is not present, then the player gets a red message "Unknown Command /commandstring !" message.
This is great if your plugin only has one listener for onPlayerCommand.
If a plugin utilises multiple onPlayerCommand listeners and the command is present in one, but not in the other, this message is displayed alongside the output, which is shouldn't.
Maybe it's better to let plugin creators handle the unknown command error message themselves or maybe have an override somewhere to turn these off, or detection of the registration of multiple listeners?
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Hi, so on my old server I wrote the entire plugin UI using things such as onPlayerGuiElementClickEvent
I see now that we have some really useful pre-canned message boxes such as;
(I've dropped a null in the callback
... )
Can someone please provide a simple example of a callback function (I understand the concept, just not the syntax).
Ideally showing how we get this callback function to call another method passing the MessageBox arguments?
Thanks in advance!
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Hmm, that's not a problem, but what is the default seed so I can replicate it on a test server?
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Hi folks,
I've written a tiny little utility plugin for torches called DropTorch and thought I would share it with the awesome RW community.
The plugin overrides the default behavour of torches from 15 second burnout to a 5 minute burnout.
This makes mining underground a lot easier as you no longer need to keep placing torches.
To prevent server spamming, each player can only drop 10 torches. Once the 11th torch is dropped the 1st torch burns out and is no longer pickupable.