forked from nalc/nalc_game
b3d, you have failed me. x model format, you're in
Entries for the newly added animation features Update player script to work with the latest code Add a test case for attachments. A LUA entity is attached to the player with a specified name 10 seconds after the server starts Add a detachment test case (5 seconds after attaching) Update function names, plus add a test case for both player to player and lua-entity to player attachments
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl Material
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 2
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@ -1,106 +0,0 @@
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# Blender v2.64 (sub 0) OBJ File: ''
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# www.blender.org
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mtllib player.mtl
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o Cube
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v 1.194667 1.194667 0.000001
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v 0.000000 1.194667 -1.194667
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v -0.000001 1.194667 1.194667
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vt 0.699682 0.874273
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vt 0.653766 0.790763
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vt 0.874273 0.800318
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vt 0.374273 0.300318
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vt 0.500000 0.855896
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vt 0.648774 1.000000
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vt 0.355896 0.500000
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usemtl Material
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s off
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f 21/1 12/2 3/3 14/4
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f 11/29 1/22 10/19 26/18
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f 30/2 33/31 31/33 27/3
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f 28/25 29/30 34/34 32/26
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f 30/2 27/3 3/3 12/2
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f 24/13 15/14 31/14 33/13
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f 29/30 28/25 5/25 11/30
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f 15/33 3/3 27/3 31/33
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f 34/18 29/29 11/29 26/18
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7988
mods/default/models/player.x
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7988
mods/default/models/player.x
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Load Diff
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-- Set mesh for all players
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function switch_player_visual()
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prop = {
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mesh="player.b3d",
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mesh = "player.x",
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textures = {"player.png", },
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visual="mesh",
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visual_size={x=1, y=1},
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colors = {{255, 255, 255, 255}, },
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visual = "mesh",
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visual_size = {x=1, y=1},
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}
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for _, obj in pairs(minetest.get_connected_players()) do
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obj:set_properties(prop)
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obj:set_animation({x=1, y=50}, 35, 0)
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--obj:set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
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end
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minetest.after(1.0, switch_player_visual)
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end
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minetest.after(1.0, switch_player_visual)
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-- Test case for attachments: An object is spawned and attached to the player with the specified name (use your own playername there) 10 seconds after the server starts
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test2 = {
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collisionbox = { 0, 0, 0, 0, 0, 0 },
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visual = "cube"
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}
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minetest.register_entity("default:test2", test2)
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function detachments(newobject)
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newobject:set_detach()
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print ("Detached test object")
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end
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function attachments()
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prop = {
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mesh = "player.x",
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textures = {"player.png", },
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colors = {{255, 255, 255, 255}, },
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visual = "mesh",
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visual_size = {x=1, y=1},
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}
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local pos={x=0,y=0,z=0}
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local newobject=minetest.env:add_entity(pos, "test:test2")
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newobject:set_properties(prop)
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newobject:set_animation({x=1, y=50}, 35, 0)
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print ("Spawned test object")
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for _, obj in pairs(minetest.get_connected_players()) do
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if(obj:get_player_name() == "MirceaKitsune") then
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newobject:set_attach(obj, "Bone.001", {x=0,y=3,z=0}, {x=0,y=45,z=0})
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print ("Attached test object to "..obj:get_player_name())
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end
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end
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minetest.after(5.0, function() detachments(newobject) end)
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end
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minetest.after(15.0, attachments)]]
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-- Test case for player to player attachments
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function attachments_player()
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for _, obj in pairs(minetest.get_connected_players()) do
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if(obj:get_player_name() == "MirceaKitsune") then
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for _, obj2 in pairs(minetest.get_connected_players()) do
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if(obj2:get_player_name() == "MirceaKitsune1") then
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obj2:set_attach(obj, "Bone.001", {x=0,y=6,z=0}, {x=0,y=45,z=0})
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print ("Attached player "..obj2:get_player_name().." to player "..obj:get_player_name())
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end
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end
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end
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end
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end
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minetest.after(10.0, attachments_player)
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-- Definitions made by this mod that other mods can use too
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default = {}
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