[QUOTE=Funley;34530750]Also, could you make it possible to toggle off the better grass mod thingie? I dont like how the grass looks.
[editline]ohh[/editline]
Still yet, falling sand and gravel are transparent from the bottom.[/QUOTE]
I disabled better grass and fixed the falling sand/gravel not drawing the bottom face.
[QUOTE=@@;34530786]-snip- addons now work. Make sure you're updated.[/QUOTE] I did try to update with the force update option, since it didnt say an update was available, and no updates were loaded. I did manage to get it to load the newest version by removing bin from .luacraft but still its the same version.
I like better grass :c
[QUOTE=Lexic;34531711]I like better grass :c[/QUOTE] Thats why there should be an option to toggle it on and off.
Awesome! But bad thing ESP didnt work :[
Can someone please fill the Surface library? I'd be thankful :v:
surface.CreateFont( "texture.png" ) returns a Font meta object
Font:DrawText( text, x, y )
Font:DrawTextShadow( text, x, y )
Font:DrawTextWrapped( text, x, y, maxWidth )
Font:GetTextSize( text ) returns width, height
surface.SetFont( fontobg )
surface.GetFont() returns the current working font
surface.GetTextureID( "texture.png" ) returns a texture ID
surface.SetTexture( textureID )
surface.GetTextureSize( "texture.png" ) returns width, height
surface.DrawTexturedRect( x, y, width, height )
surface.DrawTexturedRectUV( x, y, width, height, u, v )
surface.SetDrawColor( r, g, b, a )
surface.SetDrawColor( Color )
surface.GetDrawColor() returns the current set draw color as a color object
surface.DrawRect( x, y, width, height )
surface.DrawGradientRect( x, y, width, height, Color:fadeto )
surface.DrawText( x, y, Boolean:drawshadow )
Too lazy to fill out the wiki. :v:
Thanks! Wheres the default directory for images?
You can put them pretty much anywhere. The surface.GetTexureID starts in the .luacraft directory.
If you wanted the default terrain.png as a texture, you can just do surface.GetTexureID( "/terrain.png" )
I just updated LuaCraft and when i start a world, ESP works for a second, then stops working and the console says [code]addons/luastoned.esp.zip/lue/init.lua:27: attempt to call nil Hook 'Game - Render Overlay:NORMAL' failed: addons/luastoned.esp.zip/lua/init.lua:27: attempt to call nil[/code]
[QUOTE=Funley;34539637]I just updated LuaCraft and when i start a world, ESP works for a second, then stops working and the console says [code]addons/luastoned.esp.zip/lue/init.lua:27: attempt to call nil Hook 'Game - Render Overlay:NORMAL' failed: addons/luastoned.esp.zip/lua/init.lua:27: attempt to call nil[/code][/QUOTE]
Please re-download the ESP addon. I fixed a small bug regarding IsAlive() and IsLiving() yesterday!
Also addons always worked, I just made it very unclear if they were enabled or not, sorry for the confusion :D
[QUOTE=ruarai;34540403]This is great. Making an addon for finding wolves based on ESP, but why cant you load addons without having to restart?[/QUOTE]
Go into the addons menu and double click the addon you want to reload. ( It'll disable and then re-enable it. )
[QUOTE=ruarai;34540567]Thanks.[/QUOTE]
[img]http://img.luastoned.com/luacraft_addons_v5.png[/img]
I hopefully stopped the confusion about addons being enabled or not.
[QUOTE=ruarai;34540594]Just requested a wiki account, but its so srs business it even asks you for a resume.[/QUOTE]
Heh, trying to keep them bots out.
[QUOTE=ruarai;34540842]A possibility for a function to get the players FPS? I'm making a cleaner HUD.[/QUOTE]
[img]http://puu.sh/fFg3[/img]
Will be in the next build.
[editline]4th February 2012[/editline]
[t]http://puu.sh/fFmc[/t]
i am good programmer :tinfoil:
Finally client has been updated! ESP works! YAY! I love you ;D
Does /lua work clientside as well? Also, why is 'Console' disabled?
[QUOTE=bobthe2lol;34542168]Does /lua work clientside as well? Also, why is 'Console' disabled?[/QUOTE]
It got disabled because it was bugged I suppose. Also, if you want to code in-game press the ` or ~ key, depends on your keyboard.. But press that key, and then type lua "Code Here" No Quotations... Cheers.
Just noticed that the particles that fall from blocks when there is water over it are lava particles :P
Getting some odd apparently non-lua errors. Code:
[lua]
function makeCrater(size)
size = size or 2
if(size<=0) then size = 1 end
local me = LocalPlayer()
local trace = me:Trace(100)
local hitb = trace.HitBlock
Chat("HitBlock: ",hitb)
local hitpos = hitb:GetPos()
Chat("HitPos: ",hitpos)
x = size * -1
y = x
z = y
while(z <= 1) do
if(x<size) then
x = x + 1
else
x = size * -1
if(y<size) then
y = y + 1
else
y = size * -1
z = z + 1
end
end
fblock = Block(Vector(x,y,z)+hitpos)
if(fblock:IsValid() and fblock:isEntity()) then
fblock:Break(100)
end
end
end
[/lua]
Without the if check for validentity, the jvm throws a nullpointer exception on fblock:Break, and as it is, lua says that I'm trying to call nil. Any ideas?
Are you doing this clientside or serverside?
[QUOTE=@@;34543960]Are you doing this clientside or serverside?[/QUOTE]
client
IsEntity() isn't a function, you don't need it for your script either.
[editline]4th February 2012[/editline]
Neither is IsValid(), every block should be valid. It's block type is air if it's not a placed block.
[editline]4th February 2012[/editline]
[img]http://puu.sh/fGBn[/img]
[editline]4th February 2012[/editline]
Okay, going to add a IsValid() that basically does: ( Block:GetID() != 0 )
Hey what're the keypressed enums?
[editline]4th February 2012[/editline]
Night-Vision :v:
[IMG]http://i44.tinypic.com/2dkzmdh.png[/IMG]
And the message thing at the top is a scrolling hint board.
Oh. You should add some sort of checks in there for checking if there is any block there at all. I was on a superflat world, and it was trying to use a block that was in the Void.
How would I go about finding the block that the player is looking at ( serverside )?
[QUOTE=nick10510;34546053]How would I go about finding the block that the player is looking at ( serverside )?[/QUOTE]
[lua]
player.GetByName("yourname"):Trace(distance).HitPos
--or
player.GetByName("yourname"):Trace(distance).HitBlock
[/lua]
[QUOTE=bobthe2lol;34546137][lua]
player.GetByName("yourname"):Trace(distance).HitPos
--or
player.GetByName("yourname"):Trace(distance).HitBlock
[/lua][/QUOTE]
Thanks, I had the trace in my code, just didn't specify the .HitBlock.
Does this mean that you can send lua files from the server, to the client now?
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