cornernote
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Posts: 844 Joined: Wed Jul 11, 2012 15:02
by cornernote » Fri Aug 17, 2012 14:57
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very cool, +1
look forward to seeing uses for this tool
Jeija
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Location: Nürtingen, Germany
by Jeija » Fri Aug 17, 2012 15:09
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Good
Could you upload some screenshots?
PilzAdam
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by PilzAdam » Fri Aug 17, 2012 15:41
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Jeija wrote: Good
Could you upload some screenshots?
It looks same as your mod.
Belgac
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Posts: 57 Joined: Wed Aug 08, 2012 15:27
Location: Brussels, Belgium
by Belgac » Fri Aug 17, 2012 16:00
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Oh i love the idea of the teleport arrow
leo_rockway
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Posts: 211 Joined: Tue Jul 31, 2012 20:37
by leo_rockway » Fri Aug 17, 2012 20:24
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One quick question: how does the bow pick which type of arrow to shoot?
Keep up the good work! I really like your mods =]
InfinityProject
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by InfinityProject » Fri Aug 17, 2012 20:26
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Dang man one amazing mod after another! Absolutely amazing.
RealBadAngel
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Posts: 557 Joined: Wed Jul 18, 2012 16:30
by RealBadAngel » Fri Aug 17, 2012 21:09
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leo_rockway wrote: One quick question: how does the bow pick which type of arrow to shoot?
Keep up the good work! I really like your mods =]
from what i see in the code first found in the inventory
Last edited by
RealBadAngel on Fri Aug 17, 2012 21:09, edited 1 time in total.
mrtux
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by mrtux » Sat Aug 18, 2012 02:57
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Nice mod PilzAdam. Now you need to add TNT arrows!
thanks doge
PilzAdam
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by PilzAdam » Sat Aug 18, 2012 10:49
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RealBadAngel wrote: leo_rockway wrote: One quick question: how does the bow pick which type of arrow to shoot?
Keep up the good work! I really like your mods =]
from what i see in the code first found in the inventory
Thats right. It checkes every slot of the inventory and takes the first arrow.
leo_rockway
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Posts: 211 Joined: Tue Jul 31, 2012 20:37
by leo_rockway » Sat Aug 18, 2012 21:16
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PilzAdam wrote: RealBadAngel wrote: leo_rockway wrote: One quick question: how does the bow pick which type of arrow to shoot?
Keep up the good work! I really like your mods =]
from what i see in the code first found in the inventory
Thats right. It checkes every slot of the inventory and takes the first arrow.
Thank you for your answers. I should've checked the code, but I felt lazy o.o
I just tried the transport arrow; I like the concept, hehe.
InfinityProject
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by InfinityProject » Mon Aug 20, 2012 01:24
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Some arrow ideas:
Lava arrow (adds lava_source on block which it lands)
Water arrow (same as lava but water)
Explosive arrow (the name says it all)
Mob arrow (spawns a mob)
Shadow arrow? (leaves a huge shadow in are of landing... Could this be possible?
Reverse teleport arrow (teleports player or mob or item to you)
Multi arrow (fires multiple arrows at once)
Tree arrow (grows tree instantly on contact with node)
Those are just some ideas.
Gambit
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Posts: 453 Joined: Sat Oct 29, 2011 19:31
Location: United States
by Gambit » Mon Aug 20, 2012 02:50
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Someone needs to make a Molotov cocktail mod so it can be thrown now.
Current Projects: MineToon |
PixelBOX
Gambit's Checkmate Server - 43.65.296.232 - port: 30001
alexcraft
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Posts: 66 Joined: Thu Sep 06, 2012 13:12
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by alexcraft » Wed Oct 03, 2012 15:42
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how do i craft it ???????????????
PilzAdam
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by PilzAdam » Wed Oct 03, 2012 15:50
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alexcraft wrote: how do i craft it ???????????????
bow:
string wood
string wood
string wood
Arrow
stick stick iron
Last edited by
PilzAdam on Wed Oct 03, 2012 15:51, edited 1 time in total.
cornernote
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Posts: 844 Joined: Wed Jul 11, 2012 15:02
by cornernote » Thu Oct 04, 2012 01:13
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deploy_nodes adds a new arrow for each deploy type:
sphere arrow
spiral arrow
building arrow
maze arrow
pyramid arrow
etc...
PilzAdam
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by PilzAdam » Sat Oct 13, 2012 16:34
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Little update:
The arrow in the inventory at the right of the bow is taken instead of the first arrow in the inventory. So you can have more bows that shoot different arrows without open the inventory.
Temperest
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Uberi
by Temperest » Sat Oct 13, 2012 16:41
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Good idea! I'd like to see it documented in the README though, along with the arrow types and what they do.
PilzAdam
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by PilzAdam » Sat Oct 13, 2012 16:52
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Temperest wrote: Good idea! I'd like to see it documented in the README though, along with the arrow types and what they do.
This goes directly into my TODO list.
CaKeSs
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Posts: 48 Joined: Sat Oct 13, 2012 02:48
Location: Philippines
by CaKeSs » Mon Oct 15, 2012 09:41
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Problem here! It crashes mintest. I still like it.
PilzAdam
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by PilzAdam » Mon Oct 15, 2012 14:41
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CaKeSs wrote: It crashes mintest.
Can you give more information?
Nubelite
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Posts: 161 Joined: Mon Jul 16, 2012 23:10
by Nubelite » Mon Nov 12, 2012 01:24
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When you hit another player the game crashes with the following error.
error_message = ServerError: LuaError: error running function 'on_step': attempt to index a number value
It appears to be the damage the arrow causes.
maybe using
obj:set_hp(obj:get_hp() - ArrowDamage)
might work
or having a function be called to figure out the damage based on the players armor value, so this can work well with the armor mod.
PilzAdam
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by PilzAdam » Mon Nov 12, 2012 15:32
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Nubelite wrote: When you hit another player the game crashes with the following error.
error_message = ServerError: LuaError: error running function 'on_step': attempt to index a number value
It appears to be the damage the arrow causes.
maybe using
obj:set_hp(obj:get_hp() - ArrowDamage)
might work
or having a function be called to figure out the damage based on the players armor value, so this can work well with the armor mod.
This error only appears in 0.4.3 stable. It is fixed in the current development version.
Inocudom
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by Inocudom » Tue Nov 13, 2012 16:59
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What is the current development version? This mod has potential.
Vent EXZX
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Posts: 9 Joined: Sun Oct 28, 2012 14:24
by Vent EXZX » Fri Nov 16, 2012 16:07
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IT DOES NOT WORK ON MY MINE TEST
IT GOES: throw/init.lua
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