add help for /loadalign etc chat commands
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@ -22,6 +22,14 @@ Many commands also have shorter names that can be typed faster. For example, if
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| `//hdo` | `//hollowdome` |
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| `//do` | `//dome` |
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| `//hcyl` | `//hollowcylinder` |
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| `//co` | `//correctorigin` |
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| `//lao` | `//loadalignoffset`|
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| `//la` | `//loadalign` |
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| `//lat` | `//loadaligntest` |
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| `//lap` | `//loadalignpos` |
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| `//lapt` | `//loadalignpostest`|
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### `//about`
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@ -318,6 +326,56 @@ Load nodes from "(world folder)/schems/`<file>`.we" with position 1 of the curre
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//load some random filename
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//load huge_base
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### `//correctorigin`
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Moves pos1 and pos2 so pos1 is at the origin of the region (ie pos1 located with minimum x,y,z, pos2 with maximum x,y,z)
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This is ideally used before /save to decrease confusion with placement for /load and /loadalign
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Shortcut of /co and /oc (to ease confusion) is set in worldedit_shortcommands/init.lua
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//correctorigin
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### `//loadalignoffset [x y z]`
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Set a global variable to enable an offset to the player location for /loadalign and if family of functions
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-- This can be useful it a particular location is not easily accessible (eg if you want a file y-origin to be below ground level, or x- or z- inside a cliff)
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-- the offset is cleared by using the command without params (=arguments)
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-- Shortcut of /lao is set in worldedit_shortcommands/init.lua
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//load
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//load x y z
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### `//loadalign <file>`
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Load nodes from "(world folder)/schems/`<file>`.we[m]" with player location as the origin. The loaded schem will be in a region to the front, right and above the players location.
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NB is it suggested you do a test-run with /loadaligntest to mark the load zone and list unknown mods
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If the location is not easily accessible (eg if you want a file y-origin to be below ground level, or x- or z- inside a cliff), you can set an offset with /loadalignoffset
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The player is moved backwards one space (or more if there is an offset) to move them out of the load zone. This may mean the player ends up inside a node (if it suddenly gets dark). You may be able to step out. If not you'll have to teleport to an unblocked location.
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The /save command saves the file with the origin at the xmin,ymin,zmin, irrespective of where pos1 and pos2 are. To reduce confusion it is suggested that you use the /correctorigin command before saving, which will correct the markers to reflect this (NB if you are copying a section one node wide, there are two possible orientations).
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If you are using a schem regularly, and markers are not in your prefered orientation, it is best to do an initial /loadalign (facing Z+ direction) to get the correct orientation, then resave it
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The loaded region is marked with pos1/pos2 with pos1 where the origin would have been when the schem was saved.
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The function has only been tested with the current (version 4) schem files, so consider use with older schem files to be at your own risk.
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The most likely bugs with untested versions are: either the entire region is incorrectly rotated or individual nodes are incorrectly oriented (so faces point in the incorrect direction)
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The function is a modifications of the original /load, adding support alignment relative to player, so code from the screwdriver mod was used as a starter for node orientation.
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The main functions are in the WorldEdit/worldedit/serialization.lua (worldedit.deserializeAlign which also uses worldedit.getNewRotation, and might need worldedit.screwdriver_handler depending on compatibility with old files)
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Shortcut of /la is set in worldedit_shortcommands/init.lua
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//loadalign some random filename
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//loadalign huge_base
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### `/loadaligntest <file>`
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Test run of /loadalign (ie marks load zone and reports statistics, but doesn't place nodes)
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### `/loadalignpos <file>`
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same as /loadalign but uses pos1 rather than player location (ie still uses player orientation)
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### `/loadalignpostest <file>`
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Test run of /loadalignpos (ie marks load zone and reports statistics, but doesn't place nodes)
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### `//lua <code>`
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Executes `<code>` as a Lua chunk in the global namespace.
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