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| 18:16 |
shaft |
init.lua:18: attempt to call field 'set_sprite' (a nil value) |
| 18:17 |
shaft |
Why is set_sprite not working. I have a Lua entity and try to call self.set_sprite() when it activates |
| 18:17 |
shaft |
? |
| 18:33 |
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| 18:48 |
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| 18:55 |
shaft |
So why is set_sprite a nil value? It says here https://minetest.gitlab.io/minetest/class-reference/#lua-entity-only-no-op-for-other-objects that it exists |
| 18:55 |
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| 18:57 |
celeron55 |
in your case "self" is probably not an ObjectRef |
| 18:57 |
celeron55 |
but i can't tell because you're not linking any code to check |
| 18:57 |
MTDiscord |
<warr1024> It rarely ever is |
| 18:58 |
MTDiscord |
<warr1024> try self.object:set_sprite() and see |
| 19:00 |
shaft |
The documentation says it's for the lua entity "Lua entity only (no-op for other objects)ΒΆ" |
| 19:00 |
shaft |
function Bird:on_activate(self, staticdata, dtime_s) |
| 19:00 |
shaft |
self.object:set_sprite({x=0,y=0},1,0.5) |
| 19:00 |
shaft |
end |
| 19:00 |
celeron55 |
that just means the object has to represent a lua entity |
| 19:01 |
celeron55 |
it is not the entity by itself. the relation of a lua entity to an object is that the object is of the type "luaentity", and has a linked set of extra data that contain the lua entity state |
| 19:01 |
shaft |
Bird is my sprite entity |
| 19:02 |
celeron55 |
that code should work i think |
| 19:03 |
shaft |
AsyncErr: Lua: Runtime error from mod 'birds' in callback luaentity_Activate(): |
| 19:03 |
shaft |
attempt to index field 'object' (a nil value) |
| 19:03 |
shaft |
I must be doing something fundamentally wrong |
| 19:07 |
celeron55 |
wait why is there a self as the first parameter of Bird::on_activate |
| 19:07 |
celeron55 |
self is implied when you use : there |
| 19:07 |
MTDiscord |
<warr1024> it should be either .on_activate(self, whatever... or :on_activate(whatever... |
| 19:07 |
MTDiscord |
<warr1024> Don't use both : and an explicit self |
| 19:08 |
celeron55 |
now self is staticdata, i think, and that's nil when the entity is newly created |
| 19:08 |
shaft |
Yes, just noticed myself |
| 19:08 |
shaft |
I was just being retarded |
| 19:08 |
celeron55 |
frigging dynamic languages, it's as if they were invented to be as difficult to reason about as possible |
| 19:09 |
MTDiscord |
<warr1024> Nah, it's optional syntactic sugar that's messing you up here. |
| 19:09 |
shaft |
It was my fault. I just copied the paremeters from the documentation not thinking about it |
| 19:09 |
shaft |
para |
| 19:10 |
celeron55 |
that's one of those things to be hyper aware about when writing lua. stick to either : or . or it will get you |
| 19:25 |
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| 19:45 |
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| 20:10 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Return texture filter settings to previous state 7f93268 https://github.com/minetest/minetest/commit/7f9326805cf558b80c998aaad3a0b4fa96f14841 (2023-11-29T20:09:21Z) |
| 20:10 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Enable clean transparent filter in more cases d6a8b54 https://github.com/minetest/minetest/commit/d6a8b546e4d97f1d6537747e250aeac742ab8694 (2023-11-29T20:09:21Z) |
| 20:10 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Server: avoid re-use of recent ParticleSpawner and Sound IDs (#14045) a7e5456 https://github.com/minetest/minetest/commit/a7e545609909e4e56b60878b2030fa13ddc630de (2023-11-29T20:10:19Z) |
| 20:56 |
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| 20:57 |
shaft |
My bird is getting along. I used select_x_by_camera and it looks pretty good when viewed from the sides |
| 20:58 |
shaft |
And automatic_face_movement_dir |
| 20:58 |
shaft |
Problem is that when viewed from the top the sprite always aligns with the screens instead of the direction the bird is heading in. |
| 20:58 |
shaft |
Can I prevent the sprite from freely rotating when viewed from top or bottom? |
| 21:00 |
shaft |
https://litter.catbox.moe/1d5m6s.png |
| 21:00 |
shaft |
To illustrate my problem |
| 21:02 |
Krock |
shaft: use an upright sprite |
| 21:03 |
Krock |
or a custom mesh that simply consists of two panes intersecting each other, similar to grass- that would suffice as a simple 3D model |
| 21:05 |
shaft |
Upright sprite would work but doesn't from the sides. And it brings per player troubles if I switch between them |
| 21:06 |
shaft |
Krock, that wouldn't work out with the wings |
| 21:06 |
Krock |
hence the idea of a custom mesh. it might even be possible to register a node using nodeboxes that you could spawn as entity (wielded item) |
| 21:06 |
Krock |
you'd need a top and side texture |
| 21:07 |
shaft |
But then you'd see multiple of them at one if I put them on the sides of a block, right? |
| 21:07 |
shaft |
Like left face, front face, top face |
| 21:10 |
Krock |
shaft: https://i.postimg.cc/mgkR3D9P/grafik.png |
| 21:11 |
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| 21:11 |
Krock |
change the box thickness to 1/32 or smaller to have a better appearance |
| 21:11 |
shaft |
But I also have a front and back view |
| 21:12 |
MTDiscord |
<warr1024> MT's sprites IIRC don't deal with pitch angle. |
| 21:12 |
Krock |
well then you probably need Blender |
| 21:12 |
MTDiscord |
<warr1024> we just do like the 5-way thing that you'd find in games like Doom where sprites are only ever viewed from the side. |
| 21:13 |
shaft |
Can I prevent the top and bottom view somehow then and only show left right front back? |
| 21:15 |
Krock |
if there's nothing in the API then probably not |
| 21:20 |
MTDiscord |
<warr1024> To prevent top/bottom view, just make sure that the player can never reach an angle significantly above/below it. |
| 21:20 |
shaft |
I tried using a four sprite wide image instead of 6 sprites but it just used other sprites. |
| 21:21 |
shaft |
That would kinda defeat the purpose warr. It's supposed to be a minetest mod and I don't want to suddenly make the birds fly up just because the player is firing himself in the air with a canon or whatever |
| 21:22 |
shaft |
I think the idea by Krock is not that bad |
| 21:22 |
shaft |
How do I do that? |
| 21:32 |
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| 21:32 |
shaft |
Wouldn't it be better to have two double sided sprites instead of these boxes? |
| 21:32 |
shaft |
But then the top view wouldn't be right. Scratch that |
| 21:33 |
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| 21:33 |
shaft |
I made the model. What do I need to export it as and how do I apply the animated sprites on the surfaces? |
| 21:46 |
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