Real Potential? That would be a literal game changer.
Real Potential? That would be a literal game changer.
Updated to Release 1.2.0 - Download via first page for the zip
Lots of stuff added.
Main additions are:
List Players - many variants to list the individual components returned by ListPlayersExtensive
List game objects - commands to display the lists / details of the various game objects such as blocks/items, loot, entities, spawning, biomes, etc (not all commands have been finished, they all have the full list commands, some have the individual items and /details components)
Added /options to allow for adding various addition options to commands, such as /log /chat /online /offline /color=FFFFFF, see the bc-help command for common options and individual help commands for specific options
Added default options settings in the Commands.xml file which can be overridden on the command line
Added a give/remove quest to/from player commands, so that you can change players quests remotely.
Added a Heartbeat/Synapse/Neuron system that will allow for configurable functions that operate on a heartbeat timer. The first Synapse implemented is the Quest Monitor. It will send text to the log when a players quest list changes with the changed quest and its new status.
If the logs have errors about the persistent data file from the v1.0.0 version then you will need to remove it (in the saves folder, BCMPersistentData.bin)
What's the heartbeat timer set to?
60 BPM by default. It can be changed in the config System.xml
Each Synapse has a setting for how often it fires as well, quest monitor is set to every 15 beats
Code:<?xml version="1.0" encoding="UTF-8" ?> <System> <Heartbeat isalive="true"/> <BPM rate="60"/> <Synapse name="questmonitor" enabled="true" beats="15"/> </System>
See the new vid? Block to entity.![]()
A little demo of the Buff Entity Command
Sorry about the long pauses, I really should work out why it does that and get it fixed... probably doesnt help runnign a dedi, and having visual studio and a bunch of other stuff all running on the same machine
![]()
Do any of your commands give you the ability to determine which prefab you're standing closest to?
...let me back up.
The ability to fix a prefab, by standing near it and getting that particular prefabs ID to spawn it in, would be cool. It's a lot of pieces though... getting the list of prefabs (done). Getting the coordinates of the one you're next to (can be done). Reimporting it (can be done). I'm sure I'm missing some pieces though, but it'd be nice to "fix" certain areas more easily.
I'm wondering if your new spawning system will still work once the put the sleeper system in place. it sounds like they are replacing many wandering zombies with static ones that aren't trigger until you create an event in proximity to them.
They might be making major hard coded changes to achieve the change.
Yeh; mm said it would change gore blocks to zombies, and that, if mm is saying it correctly, means blocks to entities. Should already be in anyway with sleepers.
Cool. I'd hate to see a lot of work lost because of updates.
Don't attempt to spawn mobs from your heartbeat thread or any other thread besides the main.
I tried many different ways but if i spawned mobs from a different thread I would always get a random crash.
I had to have my heartbeat fire from API.GameUpdate().
Did you have any luck pulling a particle list? Very interested in that
Last edited by BeatKidz; 01-10-2017 at 08:47 PM.