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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

We have just re-launched our server today using an rc2 equivalent: Minetest 5.0.0-dev-0ad96cc7 This is a new King of the Hill (CapturePoint) game mode using Ruben's teams functionality from his CTF mod. (thanks Ruben!) We need testers this Saturday, February 23rd at 2:00pm US Central Tim e for load ...
by ratmix
Fri Feb 22, 2019 06:11
 
Forum: News
Topic: Minetest 5.0 release candidate 2 (5.0.0-rc2)
Replies: 39
Views: 4769

Testers needed for King of the Hill (Alpha) Server

Please help test our new Game Mode: King of the Hill Server info ratmix.com:30000 Testing to be done on... February 23rd at CST+6 = UTC = 8pm or 20:00 UTC+1 = CET = 9pm or 21:00 Middle Europe 2:00pm US Central Standard Time This is a Minetest 5.0.0-dev server, so you will need a 5.0.0-dev client . ...
by ratmix
Fri Feb 22, 2019 03:40
 
Forum: General Discussion
Topic: Testers needed for King of the Hill (Alpha) Server
Replies: 16
Views: 746

Re: Simultaneous instances of particle spawners possible?

The code above works in 0.4.17.1, but not in 5.0.0-dev. Tested with MT5 on 2 machines, same result.

I posted this to GitHub issues: https://github.com/minetest/minetest/issues/8256
by ratmix
Mon Feb 18, 2019 17:24
 
Forum: Problems
Topic: Simultaneous instances of particle spawners possible?
Replies: 3
Views: 231

Re: Simultaneous instances of particle spawners possible?

Here's the code... minetest.register_abm({ nodenames = {"fire:basic_flame", "fire:permanent_flame"}, interval = 1, chance = 1, action = function(pos, node) smoke_particles(pos) end }) function smoke_particles(pos) local pid = minetest.add_particlespawner({ amount = 20, time = 1, ...
by ratmix
Sat Feb 16, 2019 05:37
 
Forum: Problems
Topic: Simultaneous instances of particle spawners possible?
Replies: 3
Views: 231

Simultaneous instances of particle spawners possible?

Minetest 5.0.0-dev If I try to place multiple instances of a node which has a particle spawning AMB, only one node emits the particles... https://i.imgur.com/MyZWVXi.png If the fire in the above image is dug, the next in line will emit particles. Also, the node which emits the particles seems to be ...
by ratmix
Sat Feb 16, 2019 04:19
 
Forum: Problems
Topic: Simultaneous instances of particle spawners possible?
Replies: 3
Views: 231

Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

Hi davidthecreator. Thank you for the hard work that went into this fantastic mod! I will be using on my server soon once a major variation to Ruben Wardy's CTF game mode is complete. I have a suggestion to enhance this mod. Currently your bullets are essentially spawned entities with no owner. By a...
by ratmix
Thu Feb 14, 2019 16:31
 
Forum: WIP Mods
Topic: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]
Replies: 37
Views: 5990

[Solved] Re: Add player name as property of added LuaEntity

I was able to attach an owner name like this... local obj = minetest.add_entity(pos, "rangedweapons:deagleshot", staticdata) local entity = obj:get_luaentity() entity.owner = user:get_player_name() And then retrieve the user/owner in the on_step function with... local owner = minetest.get_...
by ratmix
Thu Feb 14, 2019 07:46
 
Forum: Modding Discussion
Topic: [Solved] Add player name as property of added LuaEntity
Replies: 1
Views: 152

[Solved] Add player name as property of added LuaEntity

I am trying to modify the Ranged Weapons mod by davidthecreator - CC-BY-SA 3.0 (awesome mod BTW). I would like the shooter to get credit for the shot when another player is hit. Bullets are added as entities and then "punch" the player on impact. I have tried adding the shooter's name as s...
by ratmix
Tue Feb 12, 2019 19:04
 
Forum: Modding Discussion
Topic: [Solved] Add player name as property of added LuaEntity
Replies: 1
Views: 152

Re: [MOD]Kits[Kits]

Created similar mod recently, works much the same (daily reward) Nice mod. The Kits mod essentially has an API (global function). So you could call ctp_kits.deliver_kit(player, name, kitname) from your mod to deliver a kit as a daily bonus. In this case it would be better if I add an API th...
by ratmix
Sun Feb 10, 2019 21:51
 
Forum: Mod Releases
Topic: [MOD]Kits[Kits]
Replies: 2
Views: 504

[MOD]Kits[Kits]

Kits Adds kits and kit commands to Minetest Configuration This mod provides two sample kits: example miner and example_blaster Follow the sample to add more kits. There is no limit to the number of kits that can be added. There are several type of cooldowns for a particular kit and for the kit comm...
by ratmix
Sat Feb 09, 2019 19:49
 
Forum: Mod Releases
Topic: [MOD]Kits[Kits]
Replies: 2
Views: 504

[SOLVED] Multiple Node Draw Types?

Is it possible to have a mesh that also has a 'firelike' draw type? I have a landmine node which works fine when placed on the ground, with most of the mine offset into the block below... https://i.imgur.com/HdKyXVv.jpg But obviously it cannot be placed on a wall or ceiling because it does not have ...
by ratmix
Mon Feb 04, 2019 08:10
 
Forum: Modding Discussion
Topic: [SOLVED] Multiple Node Draw Types?
Replies: 1
Views: 146

Re: Possible to delete mod storage data?

to_table() is ultimately what I needed: function reset_kit_data() local kitdata = kitstorage:to_table() for k,v in pairs(kitdata.fields) do if v == 0 then kitstorage:set_string(k, "") end if v ~= 0 then kitstorage:set_int(k, 0) end end end Good to know about the from_table(nil...
by ratmix
Sun Feb 03, 2019 20:50
 
Forum: Modding Discussion
Topic: Possible to delete mod storage data?
Replies: 10
Views: 325

Re: Possible to delete mod storage data?

If anyone needs to do the same, here's what worked for me...

Code: Select all
function reset_storage_data()
  local storagedata = storage:to_table()
  for k,v in pairs(storagedata.fields) do
      storage:set_string(k, "")
  end
end

Simple, I know.
by ratmix
Sun Feb 03, 2019 18:22
 
Forum: Modding Discussion
Topic: Possible to delete mod storage data?
Replies: 10
Views: 325

Re: Possible to delete mod storage data?

Yes, sleep indeed. Thanks for your help.
by ratmix
Sun Feb 03, 2019 06:59
 
Forum: Modding Discussion
Topic: Possible to delete mod storage data?
Replies: 10
Views: 325

Re: Possible to delete mod storage data?

(1) I tried many things
(2) I read right past it

Sorry, I am human.
by ratmix
Sun Feb 03, 2019 06:34
 
Forum: Modding Discussion
Topic: Possible to delete mod storage data?
Replies: 10
Views: 325

Re: Possible to delete mod storage data?

Many key/value pairs should be deleted entirely. How would I do that?

Would set_string(key, "") delete the key as well, or would it leave key="", in the file?
by ratmix
Sun Feb 03, 2019 06:19
 
Forum: Modding Discussion
Topic: Possible to delete mod storage data?
Replies: 10
Views: 325

Possible to delete mod storage data?

I am using StorageRef to store some temporary data. After about 25 minutes the information is no longer needed and should be deleted so as to not accumulate unnecessary data and reset some values. Is there a way to clear mod storage? This deletes the storage file but the data remains in memory. func...
by ratmix
Sun Feb 03, 2019 04:11
 
Forum: Modding Discussion
Topic: Possible to delete mod storage data?
Replies: 10
Views: 325

Re: Can I move the default chat output?

So I could intercept the chat message and re-output it in a hud located somewhere else on the screen. I suppose Central Message could be used for this.

Thanks for the idea.
by ratmix
Wed Jan 30, 2019 02:57
 
Forum: Modding Discussion
Topic: Can I move the default chat output?
Replies: 2
Views: 143

Can I move the default chat output?

I would like to place a progress bar at the top of the screen but chat outputs above it... https://i.imgur.com/cxvAItW.jpg Is there any way to move the default chat location on the screen? Say to the bottom left corner, and limit it's width so it doesn't spill into the hotbar? OR If I could just red...
by ratmix
Tue Jan 29, 2019 22:44
 
Forum: Modding Discussion
Topic: Can I move the default chat output?
Replies: 2
Views: 143

Re: Passing retuned position to add_hud

If I store each coordinate as a separate value in my config file, i.e... cpx = 500 cpy = 0 cpz = 0 and then return them like so... function get_cp() local cp_posx = get.cpx local cp_posy = get.cpy local cp_posz = get.cpz local cp_pos = {x=cp_posx, y=cp_posy, z=cp_posz} return cp_pos end It works. Bu...
by ratmix
Mon Jan 28, 2019 17:47
 
Forum: Modding Discussion
Topic: Passing retuned position to add_hud
Replies: 1
Views: 154

Passing retuned position to add_hud

I have a function that gets a position from a configuration file. The function returns the waypoint in this format: {x=500, y=0, z=0} When I define the waypoint as follows, the hud overrides the world_pos and defaults to 0,0,0... function start_cp_hud() minetest.after(10, function() local players = ...
by ratmix
Sun Jan 27, 2019 23:54
 
Forum: Modding Discussion
Topic: Passing retuned position to add_hud
Replies: 1
Views: 154

Re: how to increase player's max hp?

Disregard, the hpregen mod was overriding my hp_max. Works now.
by ratmix
Sat Jan 19, 2019 08:15
 
Forum: Feature Discussion
Topic: how to increase player's max hp?
Replies: 9
Views: 1471

Re: how to increase player's max hp?

The situation changed. Since this PR was merged , it's possible to use the "hp_max" object property on players. (same with breath, was added later) As you can see in the date - it requires a 0.5.0-dev build newer than August. Because it is a feature, 0.4.17 (-dev) will not contain that ch...
by ratmix
Sat Jan 19, 2019 07:58
 
Forum: Feature Discussion
Topic: how to increase player's max hp?
Replies: 9
Views: 1471

Google blocks minetest.net/downloads on unrelated CR claim

A copyright infringement claim related to the game Xcom lists https://www.minetest.net/downloads/ as an alleged infringing URL. There is no actual relation but the claim is keeping this URL from displaying on Google... In response to a complaint that we received under the US Digital Millennium Copyr...
by ratmix
Thu Jan 10, 2019 19:07
 
Forum: Problems
Topic: Google blocks minetest.net/downloads on unrelated CR claim
Replies: 2
Views: 155
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