Posts by angriff

A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.1 (2024-12-20)

    This is how i do it. probably not the correct way

    Java
    public static Coins coins;
    this.coins = (Coins)this.getPluginByName("WTG Currency");

    Hey thanks, It turned out to be a simple issue when I converted the plugin.


    The name you call out in the getPluginByName() has to be exact (case sensitive) to the name in the .YML file Name and not the name of the plugin.java or plugin directory. In my case it was a text case issue. The name line in .YML file was capitalized and the java.file was not.


    I wish, but there's no particle effects generator in the game yet. The best I could do was add a small red/orange section to make it look like it was lit and then a gray ash section on top of that.

    Oh I was hoping. Anyway, I have a statue with a fire embedded in it so just the smoke is seen (and a few sparks) so I can put a bunch of these around and it will look good. Thanks

    I have new amazement of this work here. I was placing this on a column and did not align it correctly. I had to use F7 to delete it. The message; do you want to delete 1403 constructions. Wow 1403 pieces :wat:


    yeah should have, would have, could have..... if I had remembered about the freaking F8 thing.... LOL

    I just got done redoing a roof on my one building for the third time, my brain is mush. lol

    Well unfortunately you cannot just paint/plaster one side seems the entire block changes So back to the thin covers for the walls that I can paint with F8 :hushed: But at least I can paint them.:monocle:

    I have some furniture and blueprints that seems to have kept these colorful additions from JAVA. But if I build a new structure I can no longer use these colors in for walls or floors. I assume they will be placed in the game in the standard, in the next patch coming in "two weeks".

    I made this for fun and fulfill my desires for my own server Angriff's Lair. I know there are people that make huge routines that encompass all the needs to run and control a server. I prefer smaller routines that I can customize to specific uses. Color me sort of an Indie plugin provider:thinking:


    This is a small utility and command plugin that creates a means to control horse mounts, provide equity in ownership and a means to call your mount whenever you need it. If it somehow is stolen you can call it and the mount will return to your side. It uses a few tricks to get and store this information but it seems to work well. It is my first Unity version plugin. I had a lot of help from players and even Red51 in the forums when I got stuck so that is one of the reasons I am releasing it to the forums.


    Mountup allows a player to claim one (horse). You can have as many horses as you want in a paddock or saddled but only one (1) is considered your MOUNT. You can switch which horse is your mount if you find one you like better or yours is killed.


    You have the following COMMANDS in the chat window;


    /namemount: You select and declare your MOUNT by looking at (cursor on) the horse when you hit return you on the command line. This will name the mount as yours. Everyone can see this. Nobody else can ride,saddle or otherwise use this MOUNT except you.


    /release: the MOUNT by looking at (cursor on) the MOUNT and hit return on this command. This will remove the name and return the horse to the wild. Any other player can claim this horse now.


    /callmount. This will 'Whistle' for the mount from any place in the world and place it at your side. You don't have to wait for it to run to you so if you just teleported across an ocean it does not matter. The horse will come with or without a saddle depending how you left it. Remember if you dont have a saddle on it the horse will roam and it may be hard to get the focus on it but if you have a saddle you can put it on it and it will stop. If you lose the horse try a /callmount.


    /mounthelp: Provides a list of help hints and the command list.


    Claim by Saddle: If you have a saddle you can claim a horse if you do not have a MOUNT already. Claiming a horse by putting a saddle on any an unnamed (nobody owns it) horse. This acts in the same manner as /namemount but all in one step in the saddle event. You can remove the saddle normally from any MOUNT to keep it safe of if you want to place it in a chest.


    You can also place a saddle on any other horse that is not claimed by another player but it will not claim/name more than one. You will have to release your MOUNT and then you can name/claim another by command line or putting a saddle on the new horse making it YOUR MOUNT.



    I have tested this with some other people's plugins without issues. It does not use a database to store information and only uses the World database for targeting so it should remain compatible.



    Enjoy and let me know if you get any error codes or needs or have ideas for adjustments  


    In the new game if you ride a mount you see the horse and it s with you and under you. However, everyone only gets you flying around with no horse and your horse is standing still until you get off. Then it magically moves to next to you. I want to know this is on the list for an early fix?

    Changes to the river through terraforming are detailed in an in-depth article on a website I came across. If terraformed, the river undergoes significant alterations in its character. For instance, adjusting the steepness of the riverbed affects the water flow speed and the animation of the river's movement. Altering the steepness can lead to changes in water speed ranging from a slow current to the formation of a waterfall. Additionally, when the river's flow encounters an obstacle or a dead-end, it results in only a partial effect of splashes and foam, which could drastically modify its appearance and interaction with surrounding objects.

    I bet those type of response would be an engine based limitation. How many games have you played where the rivers and water features are doing that?

    That would be worthwhile for other ideas, Thanks.


    What I did was force some information to available on spawn-in for the technique so that I could id the npc. This let me do that for statement catch the nulls first in an || statement then find and pull it. Works like a charm for this plugin. Just some tweaking left and I will likely post it. It is already up on the server being ringed-out tested.

    Java
    SoundAsset soundfile = SoundAsset.loadFromFile(getPath() + "/assets/warp.mp3");
    player.playSound(soundfile);

    You make that file directory in the build or in the plugin directory on the server? If I would guess, you put that in the Plugin directory as just a plain file. I read one of the methods used a jar file so it confused me a bit as to the best choice.


    going to use your suggestion thanks.