[Modpack] 3D Armor [0.4.11] [minetest-3d_armor]

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stu
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Re: [Modpack] 3D Armor [0.4.11] [minetest-3d_armor]

by stu » Tue Mar 13, 2018 19:00

GreenDimond wrote:I'd like to set an armor texture to a vertical frames animation, but the `gsub` on L229 in the api.lua prevents me. Is there some way I can use minetest.override_item to set `self.textures[name].armor` to the texture I want?
This doesn't work:
Code: Select all
minetest.override_item("mymod:shield_mymod", {
   self.textures[name].armor = {
      {
            name = "mymod_shield_mymod_anim.png",
            animation = {
                type = "vertical_frames",
                aspect_w = 3,
                aspect_h = 3,
                length = 1,
            },
        },
    },)
})


This is not possible anyway since entities do not support animated textures. Otherwise, you should be able to use 'override' on armor items, just as you can any other.

bell07 wrote:ok, tenplus closed the issue without changes. Seems the inventory_plus requires sfinv for creative.
Now I created new issue on 3d_armor site with solution proposal: https://github.com/stujones11/minetest- ... issues/134


@bell07 Thanks, I have replied in the issue tracker.
Last edited by stu on Tue Mar 13, 2018 19:08, edited 4 times in total.
 

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Re: [Modpack] 3D Armor [0.4.11] [minetest-3d_armor]

by Dan2018 » Tue May 15, 2018 14:53

Loving the armor so far,

I have modified the wood chest plate to
Code: Select all
armor_heal=100

So the server can be in normal mode but so they dont kill each other all the time.

Is there any way to make this wood chestplate immune to other players but make it so they still take fall/lava damage?

Many thanks
 

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Re: [Modpack] 3D Armor [0.4.11] [minetest-3d_armor]

by stu » Tue May 15, 2018 18:06

Dan2018 wrote:Is there any way to make this wood chestplate immune to other players but make it so they still take fall/lava damage


For Minetest Game at least, the best way would be to give the armor item a 'fleshy' group level of 100
Code: Select all
armor_groups = {fleshy=100},

However, if you have mods that add 'super weapons' then you may need to increase that and/or include other damage groups, I forget the exact formula.

The heal feature is a bit of a kludge really, to compensate for the lack of granularity in the default HP levels. You will need to set this to 0 for other damages to work normally. Thankfully, the development version of Minetest Engine has some interesting new features that should help overcome many of these issues.
 

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Re: [Modpack] 3D Armor [0.4.11] [minetest-3d_armor]

by stu » Tue May 15, 2018 18:22

Phoenixflo44 wrote:New Armor new protection.

Sure, but you will have to wait for Minetest 0.5.x :)
 

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Re: [Modpack] 3D Armor [0.4.11] [minetest-3d_armor]

by Dan2018 » Wed May 16, 2018 08:26

Tried setting
fleshy=100

instead of the default 10.

Set heal to 0.

Seems like they are still invincible after jumping off a cliff.

Do we have to tweak the fleshy number to the top heart damage of the best weapon?

Update: Seemed to have worked now, when i teleported someone to me they didnt take damage but falling now does. Set the use to 9999 as well.
 

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Re: [Modpack] 3D Armor [0.4.11] [minetest-3d_armor]

by stu » Wed May 16, 2018 17:16

Dan2018 wrote:Seemed to have worked now, when i teleported someone to me they didnt take damage but falling now does. Set the use to 9999 as well.

Glad you got it working, however, setting `armor_use` to a higher value actually causes the armor to wear out more quickly. If you want indestructible armor then you should set this value to zero.

Dan2018 wrote:Do we have to tweak the fleshy number to the top heart damage of the best weapon?

There is a bit more to it than that, you can see the exact formula here: https://github.com/minetest/minetest/bl ... .txt#L1901
Like I say though, `fleshy=100` should suffice for the base game and the majority of mods but setting it higher should not have any adverse effect, AFAIK :)
 

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