[Mod] Nuke Mod [2.2] [nuke]

R-One
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Re: [Mod] Nuke Mod [2.1] [nuke]

by R-One » Post

sfan5 wrote:Here's a quite basic design:
thanks for taking the time to answer Sfan5

R-One
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Re: [Mod] Nuke Mod [2.1] [nuke]

by R-One » Post

I took the principle to make a vertical cannon ... so fun !

I have a question: when we go beyond a large distance the entities are no longer updated ... this is relative to the position of the player or the mapchunk (or other things)?

Edit :

obviously it's relative to the block (MapBlock) in Minetest, is a collection of 16x16x16 nodes.

now is there a way to force the abm of a node even if it comes out of the MapBlock ?

# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
# In active blocks objects are loaded and ABMs run.
# type: int
# active_block_range = 3

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csirolli
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Re: [Mod] Nuke Mod [2.1] [nuke]

by csirolli » Post

R-One wrote:I took the principle to make a vertical cannon ... so fun !

I have a question: when we go beyond a large distance the entities are no longer updated ... this is relative to the position of the player or the mapchunk (or other things)?

Edit :

obviously it's relative to the block (MapBlock) in Minetest, is a collection of 16x16x16 nodes.

now is there a way to force the abm of a node even if it comes out of the MapBlock ?

# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
# In active blocks objects are loaded and ABMs run.
# type: int
# active_block_range = 3

Image
I looked at the code and, unless I missed something, it doesn't use ABMs at all.

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Stix
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Re: [Mod] Nuke Mod [2.1] [nuke]

by Stix » Post

Does this change the physics of default_tnt as well?
Hey, what can i say? I'm the bad guy.

R-One
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Re: [Mod] Nuke Mod [2.1] [nuke]

by R-One » Post

Stix wrote:Does this change the physics of default_tnt as well?
No, it does not affect the minetest game tnt

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Stix
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Re: [Mod] Nuke Mod [2.1] [nuke]

by Stix » Post

R-One wrote:
Stix wrote:Does this change the physics of default_tnt as well?
No, it does not affect the minetest game tnt
Awww ;(
Hey, what can i say? I'm the bad guy.

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Re: [Mod] Nuke Mod [2.2] [nuke]

by sfan5 » Post

Update

Version 2.2 has been released and can be downloaded in the original post; Changelog:
  • Replaced sounds with properly licensed alternatives (from Wuzzy's mcl_tnt)
  • Added support for player knockback
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

Drift11
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Re: [Mod] Nuke Mod [2.2] [nuke]

by Drift11 » Post

explosion!

i made a gigantic cave with this thing damn, i just created an area on one of my maps as a "nuke test site"

DoyleChris
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Re: [Mod] Nuke Mod [2.2] [nuke]

by DoyleChris » Post

Is there a way to leave items behind like in regular tnt.

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