|
| 1 | +# Manual |
| 2 | + |
| 3 | +For version 1.1. |
| 4 | + |
| 5 | +## Player's recording |
| 6 | + |
| 7 | +Player's actions can be recorded via `record` command or by interacting (right |
| 8 | +clicking the) with actors. |
| 9 | + |
| 10 | +Following actions are fully supported by this mod: |
| 11 | + |
| 12 | +* Basic walking, jumping, looking, sprinting, swinging with left hand, and |
| 13 | + sneaking |
| 14 | +* Interacting with blocks (opening doors/gates, pushing buttons, toggling |
| 15 | + levers) |
| 16 | +* Placing/breaking blocks |
| 17 | +* Holding items in both arms |
| 18 | +* Equipping armor |
| 19 | +* Send (formatted messages) in chat (use `[` instead of `§` for formatting) |
| 20 | +* Mounting entities |
| 21 | +* Shoot arrow |
| 22 | +* Flying elytra |
| 23 | + |
| 24 | +Recorded actions are stored in the `blockbuster/records` folder in world's save |
| 25 | +folder. |
| 26 | + |
| 27 | +Recorded player actions can be played either by `play` command or by an actor |
| 28 | +entity tied to director block. |
| 29 | + |
| 30 | +See Commands section for more reference about the commands. |
| 31 | + |
| 32 | +**Side note**: this mod records only player's actions, not his visual look, so |
| 33 | +recording yourself with morphing mods, or mods that modify your player model |
| 34 | +won't affect the playbacked actors (actors will not look like a chicken or will |
| 35 | +not have hat or cape). |
| 36 | + |
| 37 | +## Director block |
| 38 | + |
| 39 | +*Director block* is a special block, that comes with this mod, which is |
| 40 | +responsible for managing scene (like real life director). Its purpose is to tie |
| 41 | +together actors and cameras. |
| 42 | + |
| 43 | +With the power of *director block* you can playback all registered actors |
| 44 | +together without having to setup big contraptions from redstone and command |
| 45 | +blocks. |
| 46 | + |
| 47 | +To register an actor or a camera to *director block*, you should use *register |
| 48 | +item*. Right click on actor or camera first, to take a sample of entity's UUID |
| 49 | +onto *register item*, and then right click *register item* on *director block*. |
| 50 | +If you have succesfully registered the entity (actor or camera), you'll get |
| 51 | +message in the chat that entity was succesfully registered. |
| 52 | + |
| 53 | +When you'll register your actors and cameras, you'll be able to use full |
| 54 | +potential of this mod. Already recorded actors will be played when you'll start |
| 55 | +recording another actor, and cameras will disappear when *director block* starts |
| 56 | +playing and will appear again when *director block* will stop playing. |
| 57 | + |
| 58 | +When the camera is registered to your *director block*, you can switch between |
| 59 | +cameras using `[` and `]` keys (`[` is for previous, and `]` is for next |
| 60 | +camera). The order in which you'll be switched around, is depends on the order |
| 61 | +in which you registered the cameras, you can name all your cameras from "Camera |
| 62 | +1" to "Camera N" and see the order of your cameras by right clicking *director |
| 63 | +block*. |
| 64 | + |
| 65 | +To playback the scene, you need to attach a *playback button* to *director |
| 66 | +block*. Simply right click *director block* while holding *playback button* in |
| 67 | +your hand, and use the *playback button* (right click while holding *playback* |
| 68 | +item), to playback the scene. |
| 69 | + |
| 70 | +You can manage director block's cast by right clicking the director block, the |
| 71 | +GUI will pop up. You'll see a scroll list with entries of registered entities, |
| 72 | +their name, icon (which signify either that's an actor or a camera) and two |
| 73 | +buttons for managing the entity (edit or remove). In previous version you would |
| 74 | +have to break the block to reset the scene. |
| 75 | + |
| 76 | +By the way, all of these items are available in creative "Blockbuster" tab. |
| 77 | + |
| 78 | +### Director map block |
| 79 | + |
| 80 | +*Director map block* is another variation of *director block* designed for |
| 81 | +adventure maps (cinematics FTW). It's just like *director block*, but functions |
| 82 | +more as `play` command. |
| 83 | + |
| 84 | +To register replay with *director map block* you need to open up *director map |
| 85 | +block*'s GUI (right click the block). Then input your new actor's recording id |
| 86 | +(file name from which actor would be played), and press "Add" button, after that |
| 87 | +a new entry will appear in the scroll box below "Add" button. |
| 88 | + |
| 89 | +You can edit following actor's properties: name tag, recording id, skin and |
| 90 | +invincibility. |
| 91 | + |
| 92 | +When you'll register your actors, you can playback this block with playback |
| 93 | +button (just as with regular *director block*). Redstone hooks are also |
| 94 | +supported by *director map* block. |
| 95 | + |
| 96 | +Note: *director map block* doesn't support cameras, yet. That would be cool, |
| 97 | +though. |
| 98 | + |
| 99 | +### Redstone Hooks |
| 100 | + |
| 101 | +When *director block* starts playing the scene, it emits redstone signal on the |
| 102 | +west side of the block (the side of the block where a play white triangle is |
| 103 | +drawn). When *director block* stops playing the scene, it emits redstone signal |
| 104 | +on the east side of the block (the side of the block where a stop white square |
| 105 | +is drawn). |
| 106 | + |
| 107 | +This can be useful for reseting the scene. You might want to explode a TNT while |
| 108 | +recording your scene, so to avoid tedious rebuilding, you can use stop hook |
| 109 | +(when block stops playing) and attach redstone with command block that resets |
| 110 | +the scene (using `/clone` command, for example). |
| 111 | + |
| 112 | +Or maybe you want start playing a tune, or summon some zombies when the director |
| 113 | +starts playing, no worries, use the redstone play hook. |
| 114 | + |
| 115 | +## Actors |
| 116 | + |
| 117 | +Actors are the entities that you are used to playback your actions. Actors, by |
| 118 | +default, look like crash test dummies, but you may change their skin using the |
| 119 | +*actor configuration* item. First you'll have to put some skins into |
| 120 | +`minecraft/config/blockbuster/skins` folder, and then you can select a skin from |
| 121 | +this folder using GUI. In this GUI you can also change other properties such as |
| 122 | +name, recording file name, skin and invincibility. |
| 123 | + |
| 124 | +To record the actor, you must attach it first to *director block*, and simply |
| 125 | +right click it, and start performing some sick movements. When you'll be done, |
| 126 | +you need to stop the recording either by right clicking actor again or entering |
| 127 | +`record` command with his name (actually, you can use any name for file, as long |
| 128 | +as you providing the first argument). |
| 129 | + |
| 130 | +For adventure maps makers: you can put skins into world's save folder |
| 131 | +`blockbuster/skins` to transfer the skins with the map, but they won't work in |
| 132 | +multiplayer. |
| 133 | + |
| 134 | +Player records are saved in `blockbuster/records` folder in world's save folder. |
| 135 | + |
| 136 | +Note: Blockbuster mod supports only 64x32 textured skins, for now. |
| 137 | + |
| 138 | +## Cameras |
| 139 | + |
| 140 | +Cameras are special rideable entities which is used as cameras. They're not |
| 141 | +acturally recording the scene, they're just giving you ability to traverse the |
| 142 | +space more freely. |
| 143 | + |
| 144 | +Camera is a flying rideable entity with some configuration properties. With the |
| 145 | +help of *camera configuration* item, you can change camera's characteristic, |
| 146 | +such as: speed, maximum acceleration, acceleration rate, and direction of |
| 147 | +movement (any direction, or only horizontal). |
| 148 | + |
| 149 | +If the camera is attached to the *director block*, then you can jump between |
| 150 | +cameras using "[" and "]" keys, you can rebind those keys in the Settings -> |
| 151 | +Controls menu. |
| 152 | + |
| 153 | +Also, if the camera is attached to the *director block*, during scene's |
| 154 | +playback, all attached cameras to current scene will be hidden, and will appear |
| 155 | +as soon as *director block* will stop playing the scene. |
| 156 | + |
| 157 | +## Commands |
| 158 | + |
| 159 | +This mod provides two commands: |
| 160 | + |
| 161 | +1. `record` command which records player's actions to file name provided |
| 162 | + specified in first argument, and stops the recording (run `record` again) |
| 163 | +2. `play` command which playbacks player's actions from a file specified with |
| 164 | + actor's custom tag name and skin, 2nd through 4th are optional arguments |
| 165 | + invulnerability, if it's 1, actor is invulnerable, if it's 0, actor is |
| 166 | + vulnurable |
| 167 | +3. `play-director` command which triggers playback of director block located on |
| 168 | + specified position |
| 169 | +4. `stop-director` command which stops playback of director block located on |
| 170 | + specified position |
| 171 | + |
| 172 | +Examples: |
| 173 | + |
| 174 | + # Record player's actions to file named "football" |
| 175 | + /record football |
| 176 | + |
| 177 | + # To stop the recording |
| 178 | + /record footbal |
| 179 | + |
| 180 | + # Play football recording with actor's custom tag name "DavidBeckham" and |
| 181 | + # skin "DavidBeckhamsSkin" |
| 182 | + /play football DavidBeckham DavidBeckhamsSkin |
| 183 | + |
| 184 | + # Play football recording with actor's custom tag name "DavidBeckham" and |
| 185 | + # skin "DavidBeckhamsSkin" and make actor invulnerable |
| 186 | + /play football DavidBeckham DavidBeckhamsSkin 1 |
| 187 | + |
| 188 | + # Play director block that is located on X: 19, Y: 4, Z:-100 |
| 189 | + /play-director 19 4 -100 |
| 190 | + |
| 191 | + # Stop director block that is located on X: 19, Y: 4, Z:-100 |
| 192 | + /stop-director 19 4 -100 |
| 193 | + |
| 194 | +Note: all arguments (file name, actor's custom tag name, and actor's skin) can't |
| 195 | +have spaces. That's due to the fact how minecraft's command handler parses |
| 196 | +arguments. |
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