Search found 158 matches
- Mon Jul 06, 2020 05:58
- Forum: Modding Discussion
- Topic: Change hand tool range without overriding hand tool
- Replies: 3
- Views: 608
Change hand tool range without overriding hand tool
I want to make a player able to kill, dig, and place further away. I have a mod that makes player bigger or smaller and I need to modify this default behavior then change it back when their set to normal size.
- Mon Jul 06, 2020 05:55
- Forum: Modding Discussion
- Topic: Changing player maximum fall distance.
- Replies: 1
- Views: 381
Changing player maximum fall distance.
Basically the title. I need to make it so a player does not die when falling at a higher distance.
- Sun Jul 05, 2020 20:26
- Forum: Modding Discussion
- Topic: Controlling a players movment.
- Replies: 5
- Views: 659
Re: Controlling a players movment.
And then how would I reset the physics override back to default?
- Sun Jul 05, 2020 20:19
- Forum: Modding Discussion
- Topic: Need help about creating a jetpack mod
- Replies: 2
- Views: 511
Re: Need help about creating a jetpack mod
I know you said to make a pull request but I thought I would just show you it here since it's not a lot. As far as going up goes, the following code works... You would have to do more checks to only fly in specific conditions, I.E., when a player has the jetpack on and when it runs out of fuel. Here...
- Sat Jul 04, 2020 23:00
- Forum: Modding Discussion
- Topic: Controlling a players movment.
- Replies: 5
- Views: 659
Controlling a players movment.
Working on a mod that controls a player and locks their position then does goes wherever I go. Is this possible?
- Sat Jul 04, 2020 06:26
- Forum: Modding Discussion
- Topic: How to get the side position of a player
- Replies: 2
- Views: 659
How to get the side position of a player
I want to get the side position of a player. I know how to get the position in front of them by this calculation... local pos = player:get_pos() local look_dir = player:get_look_dir() local distance_away = 5 local pos_in_front = {x=pos.x+(look_dir.x*distance),y=pos.y+(look_dir.y*distance),z=pos.z+(l...
- Sat Jul 04, 2020 06:01
- Forum: WIP Mods
- Topic: [Modpack] Power Rangers [2.2.0][powerrangers_modpack]
- Replies: 2
- Views: 1502
Re: [Modpack] Power Rangers [2.2.0][powerrangers_modpack]
Hello everyone, Power Rangers Modpack has been officially updated. Morphing Grid can now be used as a stable, and well documented API, to create your own power rangers teams and weapons. Have fun. Report any bugs you experience on GitHub.
- Wed Jul 01, 2020 01:09
- Forum: Modding Discussion
- Topic: Smarter AI for mobs: stop walking if there is a cliff
- Replies: 1
- Views: 357
Smarter AI for mobs: stop walking if there is a cliff
So. I have a mob. I want to prevent mobs from accelerating foward if there is cliff. (Unless they for being pushed back when hit. For this, a person would have to see my code. Im not sure how to implement this. My code is on Github. Please note that the mob also gets kicked back when hit by a player...
- Tue Jun 30, 2020 01:59
- Forum: Modding Discussion
- Topic: Accurate calculation for mob fall distance damage
- Replies: 1
- Views: 337
Accurate calculation for mob fall distance damage
So I hope you read that correctly. Basically, my mob has a feature that makes it get damaged when it falls but I want to to be more concise. I want to calculate how much damage should take place based on the distance of its fall and its weight. I have a default weight value of 155 which should be co...
- Mon Jun 29, 2020 19:01
- Forum: Modding Discussion
- Topic: Entity:get_yaw() is returning nil sometimes.
- Replies: 9
- Views: 476
Re: Entity:get_yaw() is returning nil sometimes.
Not so much deleted but unloaded from that area either due to player walking away or whatever reason. This means I have to check if the entity is nil everywhere throughout my code which is rediculous. Im not sure why this is a problem now but before version 5.2, this problem did not exist. I need m...
- Sun Jun 28, 2020 06:33
- Forum: Modding Discussion
- Topic: Entity:get_yaw() is returning nil sometimes.
- Replies: 9
- Views: 476
Re: Entity:get_yaw() is returning nil sometimes.
@LC Creations - You will need to add nil checks throughout code, especially if using minetest.after timers to make sure entity still exists before doing anything with it's values e.g. if object:get_luaentity() then -- do something -- else return false end My mob uses self.object in on_step for the ...
- Sun Jun 28, 2020 00:59
- Forum: Modding Discussion
- Topic: Entity:get_yaw() is returning nil sometimes.
- Replies: 9
- Views: 476
Entity:get_yaw() is returning nil sometimes.
so, sometimes, get_yaw() returns nil and it crashes minetest. You can check my code here The error is happening in several places in the same file. Specifically wherever get_yaw() is called. The file this is happening in is /powerrangers_modpack/pr_villians/api.lua Again, there is not a specific lin...
- Sat Jun 27, 2020 18:26
- Forum: Modding Discussion
- Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
- Replies: 23
- Views: 2520
Re: Making crafts with big stacks more than 1
If creating a plugin for using stacks turns out not to be feasible, I suppose a not-so-ideal workaround that might be simpler could be to have a crafted item named "Dirt x 5", which would be crafted with 5 separate dirt nodes, and then use that as a single item. Seems a little tedious, th...
- Sat Jun 27, 2020 03:36
- Forum: Modding Discussion
- Topic: What to use instead of obj:get_entity_name()
- Replies: 2
- Views: 397
What to use instead of obj:get_entity_name()
obj:get_entity is supposed to be deprecated. So, what else am I supposed to do? It does not even work in the current version (I tested it) and I have looked at lua.api and there is nothing that does the same thing.
- Fri Jun 26, 2020 15:10
- Forum: Modding Discussion
- Topic: [Request] set player size
- Replies: 4
- Views: 857
Re: [Request] set player size
Please make sure you are using the latest version of Minetest otherwise it will NOT be positioned right. You must be using Minetest 5.1.1. Let me repeat... install the latest version of Minetest. I dont know how many times people install mods and don't use the version that the mod requires, then te...
- Fri Jun 26, 2020 07:13
- Forum: Modding Discussion
- Topic: [Request] set player size
- Replies: 4
- Views: 857
Re: [Request] set player size
Can someone make a mod which allows you (with a priv and a cmd) to change a players height /sethigh <playername> <height> where by height 1 = 1 pixel on a block if you look at a block in-game with an 32 pixel texture pack and 2 = 2 pixels, 3 = 3 pixels, etc (100 = 100 pixels) 64 = normal height (32...
- Fri Jun 26, 2020 07:08
- Forum: Modding Discussion
- Topic: Making particles emit in the shape of a circle.
- Replies: 0
- Views: 230
Making particles emit in the shape of a circle.
I want to make a bunch of particles emit in the shape of a circle but not in the middle of the circle. In other words, do not emit them in a filled circle but around the edge of a circle. Not sure how to get the positions to do this with a specific radius. They must be at least 0.1 position distance...
- Thu Jun 25, 2020 18:27
- Forum: Modding Discussion
- Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
- Replies: 23
- Views: 2520
- Thu Jun 25, 2020 18:10
- Forum: Modding Discussion
- Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
- Replies: 23
- Views: 2520
Re: Making crafts with big stacks more than 1
LC , if I'm understanding what you are saying, that would be a royal pain. No you don't get what I'm saying. This is an example of the functionality I want. Crafting table is STILL 9 slots. I don't want it to be bigger. recipe = { {"default:dirt 10", "default:glass", ""...
- Thu Jun 25, 2020 05:21
- Forum: WIP Mods
- Topic: [Mod]Resize player[resize]
- Replies: 2
- Views: 1853
[Mod]Resize player[resize]
Description: Resizes the player if you have the 'resize' priv. This mod attempts to allow players to resize themselves or other players with the "/set_size" command and restore their size with the "/restore_size" command. It overrides player phycics also, so it may be incompatib...
- Tue Jun 23, 2020 18:46
- Forum: Modding Discussion
- Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
- Replies: 23
- Views: 2520
Re: Making crafts with big stacks more than 1
or break the recipe down into smaller items and craft the final item with many smaller ones... Making more craft items sometimss is a waste of programming and in many circumstances can actually be unrealistic with the way certian things need to be crafted. Minecraft has the ability to use multiple ...
- Tue Jun 23, 2020 05:38
- Forum: Modding Discussion
- Topic: what is the entire process of attaching a model to a player?
- Replies: 2
- Views: 414
what is the entire process of attaching a model to a player?
I have a model that is a .obj file. I want to attach it to the players back. What is the whole process of doing this. I want it to appear and disappear when a chatcommand is executed. I don't even know where to start? Do I need to register the model to attach it?
- Tue Jun 23, 2020 05:35
- Forum: Modding Discussion
- Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
- Replies: 23
- Views: 2520
Re: Making crafts with big stacks more than 1
You'd need to create a larger craft table. Some mods do it. Another method would be to split the recipe into two parts, both of which would maybe need five input, and then those two results would be combined. Indeed someone needs to make a "advanced_crafting" mod. It can use a crafting ta...
- Tue Jun 23, 2020 03:27
- Forum: WIP Mods
- Topic: [Mod] Invisibility Command [invis]
- Replies: 20
- Views: 5013
Re: [Mod] Invisibility Command [invis]
When I become invisible, I fall through everything and when I become visible I'm too high off the ground otherwise I can't walk.
- Mon Jun 22, 2020 21:20
- Forum: Modding Discussion
- Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
- Replies: 23
- Views: 2520
Why doesn't Minetest support stacks higher than 1 when crafting?
let's say, I have an item that I want to be craftable with 10 other items. But, there are only 9 slots in the crafting table. Can I craft with a required slot like "other:item 10"? Edit: The above post is not really understood correctly. What I really mean is not to have more than nine slo...