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mirror of https://github.com/minetest/minetest_game.git synced 2024-12-23 07:10:19 +01:00

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
This commit is contained in:
MirceaKitsune 2012-10-24 23:12:03 +03:00 committed by Perttu Ahola
parent 0057a87b99
commit 24781813fa
5 changed files with 8053 additions and 121 deletions

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# Blender MTL File: 'None'
# Material Count: 1
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illum 2

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# Blender v2.64 (sub 0) OBJ File: ''
# www.blender.org
mtllib player.mtl
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mods/default/models/player.x Normal file

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-- Set mesh for all players -- Set mesh for all players
function switch_player_visual() function switch_player_visual()
prop = { prop = {
mesh="player.b3d", mesh = "player.x",
textures = {"player.png", }, textures = {"player.png", },
visual="mesh", colors = {{255, 255, 255, 255}, },
visual_size={x=1, y=1}, visual = "mesh",
visual_size = {x=1, y=1},
} }
for _, obj in pairs(minetest.get_connected_players()) do for _, obj in pairs(minetest.get_connected_players()) do
obj:set_properties(prop) obj:set_properties(prop)
obj:set_animation({x=1, y=50}, 35, 0)
--obj:set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
end end
minetest.after(1.0, switch_player_visual) minetest.after(1.0, switch_player_visual)
end end
minetest.after(1.0, switch_player_visual) minetest.after(1.0, switch_player_visual)
-- 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
test2 = {
collisionbox = { 0, 0, 0, 0, 0, 0 },
visual = "cube"
}
minetest.register_entity("default:test2", test2)
function detachments(newobject)
newobject:set_detach()
print ("Detached test object")
end
function attachments()
prop = {
mesh = "player.x",
textures = {"player.png", },
colors = {{255, 255, 255, 255}, },
visual = "mesh",
visual_size = {x=1, y=1},
}
local pos={x=0,y=0,z=0}
local newobject=minetest.env:add_entity(pos, "test:test2")
newobject:set_properties(prop)
newobject:set_animation({x=1, y=50}, 35, 0)
print ("Spawned test object")
for _, obj in pairs(minetest.get_connected_players()) do
if(obj:get_player_name() == "MirceaKitsune") then
newobject:set_attach(obj, "Bone.001", {x=0,y=3,z=0}, {x=0,y=45,z=0})
print ("Attached test object to "..obj:get_player_name())
end
end
minetest.after(5.0, function() detachments(newobject) end)
end
minetest.after(15.0, attachments)]]
-- Test case for player to player attachments
function attachments_player()
for _, obj in pairs(minetest.get_connected_players()) do
if(obj:get_player_name() == "MirceaKitsune") then
for _, obj2 in pairs(minetest.get_connected_players()) do
if(obj2:get_player_name() == "MirceaKitsune1") then
obj2:set_attach(obj, "Bone.001", {x=0,y=6,z=0}, {x=0,y=45,z=0})
print ("Attached player "..obj2:get_player_name().." to player "..obj:get_player_name())
end
end
end
end
end
minetest.after(10.0, attachments_player)
-- Definitions made by this mod that other mods can use too -- Definitions made by this mod that other mods can use too
default = {} default = {}