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1  Modder's Workbench / Scripting / Re: Manually Sticking a Blueprint on a Player on: August 16, 2012, 07:03:32 PM
i see, so the imports are kind of like namespaces.
2  Modder's Workbench / Scripting / Re: Scripting console... on: August 16, 2012, 07:02:36 PM
coming form a long background in c++ getting used to java and java-esque syntax is giving me headaches lol
3  Development / Concepts / Re: Races on: August 12, 2012, 12:01:01 AM
if these will be the playable races, reptilian sounds severely imba for pvp.
4  General Category / General Discussion / Re: Seasons on: August 11, 2012, 11:56:18 PM
http://mythruna.com/forum/index.php?topic=862.0

firstly, welcome to the forums and mythruna!

secondly, please look around and see if someone has already answered your question ^_~
5  Modder's Workbench / Scripting / Re: Manually Sticking a Blueprint on a Player on: August 10, 2012, 08:06:06 PM
so if i were to put

 boolean hasBlueprint = false;
    for( Entity e : items ) {
        if( blueprintId == e.get(BlueprintReference.class).blueprintId ) {
            hasBlueprint = true;
            break;
        }

nested in a for() loop that iterates per blueprint in a folder (for simplicity sake i would probably create an array of blueprint names and cycle through that), i could theoretically ensure that any imported blueprints are added to my (or whoever joins) inventory on load?

or, would the implementation be different for single player (as i assume this is geared towards server-side)?

also, this
import mythruna.es.*;
import mythruna.script.*;

loads the script library (?) and the access route to the blueprints file?


6  Modder's Workbench / Scripting / Re: Scripting console... on: August 10, 2012, 07:35:15 PM
i would definitely like to see some documentation for scripting, there are so many things i would like to try but being unfamiliar with java and thus groovy it has been difficult trying to decipher what the xyz.groovy files actually do without being able to see the code for the #includes etc.
7  General Category / General Discussion / importing/exporting blueprints. on: August 10, 2012, 07:33:16 PM
hello all!

so i have mythruna installed on both my home comp and my work comp, and while at work i would like to try and make blueprints while it is slow, which i would then put on a flash drive and import to my home install.

i tried doing this today in the first way that made sense (copying the xyz.bp files over), but that did not work.  the .bp files are now in the blueprints folder for my home install, but i cannot use the blueprints in-game.  also, i have made a fair amount of blueprints that i wouldn't mind sharing if such a thing is possible.

so i guess i was wondering if there are any other files i should look at transferring over, with the interest of just transferring the blueprints and not the rest of the world?
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