Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)
Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.12)
v1.13
- [rcbows] Now if a bow (i.e. the Flaming Bow) can throw multiple arrows and also if you got several arrows in the inventory, it will be loaded the first one (in the inventory the order is left-to-right and top-to-down). That means, that you can reorder the arrows in the inventory to select the desired one.
- Removed the 'no_drop = true' definition. To no drop anything at all, now simply define: 'drop = nil' for the arrow. Remember that if the 'drop' definition does not exists, the arrow itself will be dropped by default.
- [farbows]: Updated the README to explain how the bows work.
- [rcbows] Now if a bow (i.e. the Flaming Bow) can throw multiple arrows and also if you got several arrows in the inventory, it will be loaded the first one (in the inventory the order is left-to-right and top-to-down). That means, that you can reorder the arrows in the inventory to select the desired one.
- Removed the 'no_drop = true' definition. To no drop anything at all, now simply define: 'drop = nil' for the arrow. Remember that if the 'drop' definition does not exists, the arrow itself will be dropped by default.
- [farbows]: Updated the README to explain how the bows work.
Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.13)
Excellent mods! The API is cool and easy to use. Thanks a lot!
CFS - still widely unknown
Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.13-2.0)
v2.0 [rcbows]
Viewfinder
You can define a viewfinder for a bow. This produces a zoom effect.
- When the bow charged, toogle the viewfinder with the secondary use (right-click).
- You can define an optional texture to being showed. If you define texture as empty (""), you get the default rcbows viewfinder texture.
Viewfinder
You can define a viewfinder for a bow. This produces a zoom effect.
Code: Select all
viewfinder = {
zoom = 15, --level of zoom; by default 15.
texture = "" --optional
}
- You can define an optional texture to being showed. If you define texture as empty (""), you get the default rcbows viewfinder texture.
Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.14-2.1)
farbows v1.14 & rcbows v2.1
- luacheck cleaning.
- luacheck cleaning.
Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)
farbows v1.15 & rcbows v2.2
[rcbows]
- Fix: No sound when an arrow hits.
- Fix: The optional "soundfile_hit_arrow" definition was broken when hit a node (yes for an entity). Now it has to be defined in the "register_arrow" function.
- Fix: The "drop=nil" definition did not work. Now for no drop at all put: drop=""
- Fix: "drop= 'customized:drop'" did not work.
[farbows]
- Added the "sound" definition for all the arrows. Now it will sound when the arrow hit on a node.
[rcbows]
- Fix: No sound when an arrow hits.
- Fix: The optional "soundfile_hit_arrow" definition was broken when hit a node (yes for an entity). Now it has to be defined in the "register_arrow" function.
- Fix: The "drop=nil" definition did not work. Now for no drop at all put: drop=""
- Fix: "drop= 'customized:drop'" did not work.
[farbows]
- Added the "sound" definition for all the arrows. Now it will sound when the arrow hit on a node.
Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)
The viewfinder is great. It's possible to shoot arrows from very far, hence one even needs a viewfinder sometimes. Very nice mod. I really like it.
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- Member
- Posts: 78
- Joined: Fri Sep 04, 2020 21:23
- GitHub: ignaramico
Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)
I have noticed that the bows need a certain "minimum" distance (to say it in a way) since i have shoot to mobs/blocks that are near (around less than 10 blocks, specially mobs) and there isnt any damage or arrow dropped
Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)
I have not that issue. Maybe would be caused by a mod of yours.Ignaramico wrote: ↑Wed Sep 09, 2020 00:43I have noticed that the bows need a certain "minimum" distance (to say it in a way) since i have shoot to mobs/blocks that are near (around less than 10 blocks, specially mobs) and there isnt any damage or arrow dropped
-
- Member
- Posts: 78
- Joined: Fri Sep 04, 2020 21:23
- GitHub: ignaramico
Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)
after more testing, it seems that the wood bow is the only one that doesnt have that problem (firing at point blank range) and that the cause for the problem seems to be the angle of the shot at a node. just to let know, since the mod work pretty well
Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)
I tested several angles and works ok, the arrow drops on the nodes. Please video?Ignaramico wrote: ↑Thu Sep 10, 2020 22:16after more testing, it seems that the wood bow is the only one that doesnt have that problem (firing at point blank range) and that the cause for the problem seems to be the angle of the shot at a node. just to let know, since the mod work pretty well
Note: When a arrow hit a mobs the arrow is supposed to stay inside it, it doesn't get dropped.
Note: The mese and obsidian bows have a long range, I believe I have to limited it, it is too much. Maybe the arrow is lost, but who knows? The arrow trespass the loaded cells, but they are entities, I think that does not dissapear but it is lost. :-)
Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)
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Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)
Please consider adding a target. Currently I have xbows enabled for that, but farbow arrow won't stick on to it.. So that I can practice before starting to wound but not kill some innocent petz :-)..
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