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Re: [Game] City v City / Capture the Flag [0.3] - Team Alloc

rubenwardy wrote:Fixed that bug, and possibly many others. It was a settings data type thing.

30633 (Fix setting data type issues)


It is working for me now, thanks for the fix.
by sirken
Wed Jan 14, 2015 06:34
 
Forum: Mod Releases
Topic: [Modpack] CTF PvP Engine [1.0] [ctf_pvp_engine]
Replies: 64
Views: 20646

Re: [Mod] Laser Sword [0.2] [laser_mod]

Thanks for bug and fix, mod updated.
by sirken
Wed Jan 14, 2015 05:42
 
Forum: Mod Releases
Topic: [Mod] Laser Sword [0.3] [laser_mod]
Replies: 10
Views: 4010

Re: [Game] Capture the Flag / City v City [0.3] - Team Alloc

Looking forward to trying this! How do you place flags? I'm guessing it's under the Flags button in the /team GUI, but I couldn't get it to work. I added teams (red/blue), then had players choose teams. Team owners were chosen. I opened menu with /team, and clicked the Flags button and server crashe...
by sirken
Mon Dec 29, 2014 00:53
 
Forum: Mod Releases
Topic: [Modpack] CTF PvP Engine [1.0] [ctf_pvp_engine]
Replies: 64
Views: 20646

Re: [Mod] Laser Sword [0.2] [laser_mod]

Can you switch away from CC BY-NC-SA, please? It is not a free culture license. Thanks in advance. Also, it is preferable to use “LGPLv2 or later” for code, which is the same license as mod code found in Minetest. I would prefer to move away from CC BY-NC-SA. However, the original mod was under thi...
by sirken
Sun Nov 30, 2014 00:38
 
Forum: Mod Releases
Topic: [Mod] Laser Sword [0.3] [laser_mod]
Replies: 10
Views: 4010

Re: Changing on_use for a tool

Why not use get_player_controls() ? You get the controls and if a LMB was "pressed" and your player:get_wielded_item():get_name == <name of your sword> then play your sound. ;) *Names of the functions I've mentioned are not 100% exact. It is now working using get_player_controls(). Thanks...
by sirken
Fri Nov 28, 2014 00:53
 
Forum: Modding Discussion
Topic: Changing on_use for a tool
Replies: 9
Views: 1461

[Mod] Laser Sword [0.3] [laser_mod]

Laser Sword mod An updated version of the laser sword mod, forked from this one: https://forum.minetest.net/viewtopic.php?id=2632. The swords are powerful and cut through anything but wear out somewhat quickly. Version 0.4 update (by vitaminx): - bugfix for "undeclared global variable" er...
by sirken
Fri Nov 28, 2014 00:51
 
Forum: Mod Releases
Topic: [Mod] Laser Sword [0.3] [laser_mod]
Replies: 10
Views: 4010

Re: [Mod] Spleef minigame [spleef]

Another nice addition would be the ability to generate a chest full of spleef sticks.

And the option to have walls around the arena.
by sirken
Sun Nov 23, 2014 07:05
 
Forum: Mod Releases
Topic: [Mod] Spleef minigame [spleef]
Replies: 17
Views: 4186

Re: [Mod] Spleef minigame [spleef]

Fun! I like the pools, nice way to end a game :)
by sirken
Sun Nov 23, 2014 06:21
 
Forum: Mod Releases
Topic: [Mod] Spleef minigame [spleef]
Replies: 17
Views: 4186

Re: Changing on_use for a tool

Why not use get_player_controls() ? You get the controls and if a LMB was "pressed" and your player:get_wielded_item():get_name == <name of your sword> then play your sound. ;) *Names of the functions I've mentioned are not 100% exact. Thanks for the suggestion. I am looking through docs ...
by sirken
Sun Nov 23, 2014 04:57
 
Forum: Modding Discussion
Topic: Changing on_use for a tool
Replies: 9
Views: 1461

Re: [Mod] Spleef minigame [spleef]

indriApollo wrote:I could make it usable with viewtopic.php?id=4406 if anyone is interested :)

I would be interested. That mod is nice since the spleef stick breaks the blocks immediately. But it lacks the creation of the arena, which yours does nicely.
by sirken
Sat Nov 22, 2014 08:26
 
Forum: Mod Releases
Topic: [Mod] Spleef minigame [spleef]
Replies: 17
Views: 4186

Re: Changing on_use for a tool

4aiman wrote:You are to put sound_play into AFTER_use and DO NOT use on_use :)

Ok, I tried this, and it works! The only downside is that the sound doesn't play if you punch nothing. Is there a way to make the sound play on every swing?
by sirken
Thu Nov 13, 2014 15:15
 
Forum: Modding Discussion
Topic: Changing on_use for a tool
Replies: 9
Views: 1461

Re: Changing on_use for a tool

Hmm, it may not be the same, but try using: after_use = function(itemstack, user, node, digparams) If the problem persists, you must handle the punching code manually by doing operations on the pointed_thing passed by the function. I've been looking through other lua examples, trying to understand ...
by sirken
Thu Nov 13, 2014 07:48
 
Forum: Modding Discussion
Topic: Changing on_use for a tool
Replies: 9
Views: 1461

Changing on_use for a tool

I came across this old laser sword mod: https://forum.minetest.net/viewtopic.php?id=2632 ... and wanted to add a laser sound when the weapon is used. That is now working with the following code: minetest.register_tool("laser_mod:red_sword", { ... on_use = function() minetest.sound_play(&qu...
by sirken
Tue Nov 11, 2014 21:32
 
Forum: Modding Discussion
Topic: Changing on_use for a tool
Replies: 9
Views: 1461

Re: [Mod] Telegate [1.0] [telegate]

Nobody's to update this mod ? To make this mod work again on 0.4.10, open the init.lua file and change lines 44 and 141 from: meta:set_string("formspec", "hack:sign_text_input") to: meta:set_string("formspec", "field[text;;${sign_text_input}]") Apparently usi...
by sirken
Fri Oct 24, 2014 15:55
 
Forum: Old Mods
Topic: [Mod] Telegate [1.0] [telegate]
Replies: 22
Views: 13701

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