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#103246 [MC 1.7.10 | CC 1.65] OpenCCSensors

Posted by iAmMe on 29 March 2013 - 08:33 AM in Peripherals and Turtle Upgrades

View PostLyqyd, on 29 March 2013 - 06:49 AM, said:

I'm not at all certain about detecting what's in the hand, but the proximity sensor will give you the contents of a player's inventory. Try using a proximity card in a sensor and running `ocs/programs/sensorview`. Use the arrow keys to navigate sides/targets until you get to your player, then use PageUp/PageDown to scroll through the detailed info (requires disabling NEI; hit O in inventory screen by default). You should be able to see their whole inventory, and you can check to see if it will tell you what is currently selected.

View PostMikeemoo, on 29 March 2013 - 06:45 AM, said:

The proximity sensor does that.

Bah, I thought I looked for that and saw nothing..my bad xP I never scrolled down..deeeeerp



#103212 [MC 1.7.10 | CC 1.65] OpenCCSensors

Posted by iAmMe on 29 March 2013 - 06:44 AM in Peripherals and Turtle Upgrades

Would there be any way to create a sensor to detect what's in a player's inventory or to detect what's in a player's hand? It'd be pretty cool to have the ability to find out if a player is "hostile" based off of items in their inventory/hand.



#102897 [MC 1.7.10 | CC 1.65] OpenCCSensors

Posted by iAmMe on 28 March 2013 - 12:28 PM in Peripherals and Turtle Upgrades

View Postimmibis, on 28 March 2013 - 12:19 PM, said:

View PostiAmMe, on 28 March 2013 - 11:52 AM, said:

Also, (this one I'm reallllyyy thinking is a no, but I liked it soo much in the old ccSensors! xP) using the old controller block idea so sensors don't have to be right next to a computer would be reeaally nice.
Use cables when it's updated to MC 1.5.

Ah! I did not know of this! Thanks! That makes a lot more sense than a wireless controller.



#102884 [MC 1.7.10 | CC 1.65] OpenCCSensors

Posted by iAmMe on 28 March 2013 - 11:52 AM in Peripherals and Turtle Upgrades

Mikeemoo, (by the way, sorry, I have no clue how to direct junk towards specific people in forums, sorta never talk on em much)

From what I've seen ya saying (how you like the user to derive information from whatever is given as is), I'm guessing that the answers to these questions will be no's, but I suppose it can't hurt to ask xP

One thing that would be cool is the addition of a size variable (like the old ccSensors) to the IC2 reactor sensor when detecting the nuclear reactor block, just to save some irritating if statements checking if there are reactor chambers around the reactor (that's at least the way I'd do it, there's probably a smarter, more efficient way). I don't see it be too overpowered in any sense or doing any more for the coder than adding some convenience.

**ANSWERED, IGNORE ME**
Also, (this one I'm reallllyyy thinking is a no, but I liked it soo much in the old ccSensors! xP) using the old controller block idea so sensors don't have to be right next to a computer would be reeaally nice. I think I saw somewhere you saying something about passing information through rednet, but in my opinion, that just seems more irritating and costly (through use of supplies for computers, although they're not really expensive) since you have to relay the information from computer to computer due to the limits on the modems in computercraft. If implemented, you could always put a range limit on the sensors the controller could read in and have upgrades for it, but I think it would just make everything a lot more friendly for most. I don't see these two things giving too much to the user, but rather making things a little less tedious and frustrating, but maybe I'm just hung up on the massive amount of info the old sensors gave :P

Eeeiither way, mod is suuuper awesome, I almost died when I finally got off of tekkit and saw that ccSensors was dead, but ya saved me..so thanks for all of your hard work! :D