luk3yx / minetest-cloaking Goto Github PK
View Code? Open in Web Editor NEWAllows players to go invisible in Minetest!
License: MIT License
Allows players to go invisible in Minetest!
License: MIT License
Chat commands are chat messages too. See https://rubenwardy.com/minetest_modding_book/en/players/chat.html#intercepting-messages
minetest.register_on_chat_message(function(name, message)
if message:sub(1, 1) ~= "/" and cloaked_players[name] then
minetest.chat_send_player(name, "You cannot use chat while cloaked." ..
" Please use /uncloak if you want to use chat.")
return true
end
end)
AsyncErr: Lua: Runtime error from mod 'i3' in callback environment_Step(): (load):27: core.check_player_privs expects a player or playername as argument. stack traceback: [C]: in function 'error' ...nloads\minetest-5.7.0-win64\bin\..\builtin\game\misc.lua:23: in function 'check_player_privs' (load):27: in function 'is_creative_enabled' (load):1392: in function 'hide_items' (load):1534: in function 'get_items_fs' (load):1774: in function 'make_fs' (load):177: in function 'func' ...ads\minetest-5.7.0-win64\bin\..\builtin\common\after.lua:20: in function <...ads\minetest-5.7.0-win64\bin\..\builtin\common\after.lua:5> ...ds\minetest-5.7.0-win64\bin\..\builtin\game\register.lua:446: in function <...ds\minetest-5.7.0-win64\bin\..\builtin\game\register.lua:432>
Not 100% sure this is possible w/ everything else cloaking does, but I saw an example of another server where the admin could hide their avatar & attach to another player, to see what they were doing.
A player on BlS just suggested this idea, and it's not so dumb. Would it be possible to hide the fact that a player has the "cloaking" priv when someone issues /privs PLAYERNAME?
Hi, I got the following error a few times by now, hope you can help in understanding what's going wrong:
2021-08-20 11:51:00: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'under_sky' in callback environment_Step(): ...home/minetest/minetest/bin/../mods/cloaking/core.lua:350: wrong number of arguments to 'insert'
2021-08-20 11:51:00: ERROR[Main]: stack traceback:
2021-08-20 11:51:00: ERROR[Main]: [C]: in function 'insert'
2021-08-20 11:51:00: ERROR[Main]: ...home/minetest/minetest/bin/../mods/cloaking/core.lua:350: in function 'get_connected_players'
2021-08-20 11:51:00: ERROR[Main]: ...ome/minetest/minetest/bin/../mods/under_sky/init.lua:38: in function 'func'
2021-08-20 11:51:00: ERROR[Main]: ...minetest/bin/../builtin/profiler/instrumentation.lua:106: in function '?'
2021-08-20 11:51:00: ERROR[Main]: ...e/minetest/minetest/bin/../builtin/game/register.lua:422: in function <...e/minetest/minetest/bin/../builtin/game/register.lua:406>
Some context. The under_sky
mod used there is a fork of mine, you can see it here. Basically I just tried to add support for cloaked players to it, by replacing calls to minetest.get_connected_players()
with the corresponding API provided by cloaking
. This seems to fail sometimes, that is when a cloaked players leaves the game.
Thanks in advance for any help you can give :)
Would it be nice to save the cloaked state in player meta and re-apply it automatically on next join (ofc hiding the join message too) such that we can connect to the server silently. If agreed, perhaps would be the best to have a setting to enable this feature...
if victim == "singleplayer" then
should be
if victim ~= "singleplayer" then
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