I would advise removing it all together, it is buggy.VanessaE wrote:Error in the player radar:
01:12:51: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...vival_World/worldmods/camo_modpack/player_radar/init.lua:25: attempt to index local 'pos' (a nil value)
[Mod] Camouflage [V16.0] [camo_modpack]
- Dan Duncombe
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Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
My Games: Nostalgia Realtest Revamped
Servers: See above games.
- VanessaE
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Agreed.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- Dan Duncombe
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Update everyone. Major changes:
- Removed buggy player radar
- Made turrets and intruder alarms only diggable by placer
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
My Games: Nostalgia Realtest Revamped
Servers: See above games.
-
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I have a solution for your turrets shooting their owners (My comments show the changes I made to the abms):Dan Duncombe wrote: Known Bugs:
- Turrets and intruder alarms will shoot their owner.
Code: Select all
minetest.register_abm({
nodenames = {"camo:player_turret"},
interval = 2,
chance = 1,
action = function(pos, node)
local meta = minetest.get_meta(pos)--added line
local objects = minetest.env:get_objects_inside_radius(pos, 10)
if minetest.env:get_node({x=pos.x,y=pos.y-1,z=pos.z}).name == 'camo:turret_computer' then return end
for _,obj in ipairs(objects) do
-- added is_owner check
if obj:is_player() and is_owner(meta, obj) == false then
print("Turret shooting at player!")
local obj_p = obj:getpos()
local calc = {x=obj_p.x - pos.x,y=obj_p.y+0.5 - pos.y,z=obj_p.z - pos.z}
local bullet=minetest.env:add_entity({x=pos.x,y=pos.y,z=pos.z}, "camo:arrow_entity")
bullet:setvelocity({x=calc.x * ARROW_VELOCITY,y=calc.y * ARROW_VELOCITY,z=calc.z * ARROW_VELOCITY})
music_handle=minetest.sound_play("gun",
{pos = pos, gain = 1.0, max_hear_distance = 15,})
end
end
end
})
minetest.register_abm({
nodenames = {"camo:player_turret"},
interval = 1,
chance = 1,
action = function(pos, node)
local meta = minetest.get_meta(pos)-- added line
local objects = minetest.env:get_objects_inside_radius(pos, 20)
if minetest.env:get_node({x=pos.x,y=pos.y-1,z=pos.z}).name ~= 'camo:turret_computer' then return end
for _,obj in ipairs(objects) do
-- added is_owner check
if obj:is_player() and is_owner(meta, obj) == false then
print("Turret shooting at player!")
local obj_p = obj:getpos()
local calc = {x=obj_p.x - pos.x,y=obj_p.y+0.5 - pos.y,z=obj_p.z - pos.z}
local bullet=minetest.env:add_entity({x=pos.x,y=pos.y,z=pos.z}, "camo:arrow_entity")
bullet:setvelocity({x=calc.x * ARROW_VELOCITY,y=calc.y * ARROW_VELOCITY,z=calc.z * ARROW_VELOCITY})
music_handle=minetest.sound_play("gun",
{pos = pos, gain = 1.0, max_hear_distance = 25,})
end
end
end
})
By the way, neat mod.
By perseverance the snail reached the ark.
- Charles Spurgeon
- Charles Spurgeon
Well, I was going to report a bad recipe but if the mod creater isn't maintaining this anymore, I just I'll just post what I found and anyone using this mod can make the fixes themselves.
Stone glass recipe requires an undefined item:
Stone glass recipe requires an undefined item:
I think the mod creator inteded to put this instead:minetest.register_craft({
type = 'shapeless',
output = 'camo:stone_glass',
recipe = {'camo:stone_dirt', 'default:glass'},
})
recipe = {'camo:fake_stone', 'default:glass'},
Re: [Mod] Camouflage [V16.0] [camo_modpack]
Dan Duncombe might never come back, so the digging speed of the camo blocks might never be fixed.
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Re: [Mod] Camouflage [V16.0] [camo_modpack]
Can't someone fork it? Depending on the culture in the forum, it may also be possible to get a mod to edit the top post to point to the updated version. (Each forum is different, some are rather laissez faire while others may be strict)Inocudom wrote:Dan Duncombe might never come back, so the digging speed of the camo blocks might never be fixed.
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Re: [Mod] Camouflage [V16.0] [camo_modpack]
.
Just fork it yourshelf! The mods here sometimes do this as well and take care of abandomed mods. Thus, if you're intrested in this mod and have something to contribute to it, just do so. I don't think Dan will mind. He himshelf forked quite a lot of mods.kerikter4of7 wrote: Can't someone fork it? Depending on the culture in the forum, it may also be possible to get a mod to edit the top post to point to the updated version.
- doyousketch2
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Re: [Mod] Camouflage [V16.0] [camo_modpack]
To the turret, I added the menu from the Protector mod
from Calinou's Carbone game
(based on glomie's mod, remade by Zeg9
and reworked by TenPlus1)
It won't shoot the owner, or anybody on the list.
Incorporated edits put forward by the community on the forum. Thanks to:
ownsyouall for the group:leaves instead of default:leaves idea.
Jonathan for turret code that doesn't shoot owner.
Jouster27 for the fixed Stone glass recipe.
Other edits by Sketch2:
Intruder alarm has an increased alarm sound of 50.
The radius it protects is still 15,
you can just hear it at a greater distance.
When you mount turret on targeting computer you get a better range.
It also doesn't fall so that it retains its metadata.
Most important : owner can actually pick it back up.
from Calinou's Carbone game
(based on glomie's mod, remade by Zeg9
and reworked by TenPlus1)
It won't shoot the owner, or anybody on the list.
Incorporated edits put forward by the community on the forum. Thanks to:
ownsyouall for the group:leaves instead of default:leaves idea.
Jonathan for turret code that doesn't shoot owner.
Jouster27 for the fixed Stone glass recipe.
Other edits by Sketch2:
Intruder alarm has an increased alarm sound of 50.
The radius it protects is still 15,
you can just hear it at a greater distance.
When you mount turret on targeting computer you get a better range.
It also doesn't fall so that it retains its metadata.
Most important : owner can actually pick it back up.
- Attachments
-
- Sketch2_camo_mod_1.zip
- Sketch2_camo_mod_1.zip
- (274.48 KiB) Downloaded 127 times
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Re: [Mod] Camouflage [V16.0] [camo_modpack]
Hhhhhmmmmm! Nice!
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Re: [Mod] Camouflage [V16.0] [camo_modpack]
i build a lot of setlements (thats how i call villages), and i was in pain while trying to find a good defence mod, this just fixed my problems love it
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