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

PostPosted: Fri Jul 06, 2018 08:27
by R-One
sfan5 wrote:Here's a quite basic design:


thanks for taking the time to answer Sfan5

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

PostPosted: Fri Jul 06, 2018 11:40
by R-One
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I have a question: when we go beyond a large distance the entities are no longer updated ...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

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

PostPosted: Sat Jul 07, 2018 12:12
by csirolli
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I have a question: when we go beyond a large distance the entities are no longer updated ...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.

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

PostPosted: Sat Jul 07, 2018 12:54
by Stix
Does this change the physics of default_tnt as well?

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

PostPosted: Sat Jul 07, 2018 13:17
by R-One
Stix wrote:Does this change the physics of default_tnt as well?


No, it does not affect the minetest game tnt

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

PostPosted: Sat Jul 07, 2018 13:24
by Stix
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 ;(

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

PostPosted: Thu Aug 29, 2019 12:23
by sfan5
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

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

PostPosted: Fri Sep 20, 2019 15:18
by Drift11
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"

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

PostPosted: Fri Sep 20, 2019 18:17
by DoyleChris
Is there a way to leave items behind like in regular tnt.