[Mod] Army Stuff!!! [0.2] [army]

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Dan Duncombe
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[Mod] Army Stuff!!! [0.2] [army]

by Dan Duncombe » Wed Oct 30, 2013 09:44

Hello there, this is my new mod: Army!
It adds some army style stuff, eg barbed wire, sandbags, ration packs, and GUN!
Even a sort of airdrop crate!
Great for pvp styled servers!
May add more stuff. Make suggestions below!
Credits to PilzAdam for the framework of the gun.

Please report any bugs in the issues tracker at Github.

Todo:
  • Some more stuff (need ideas!)
  • Give Knife a recipe (ideas anyone?)

Depends: Default, Dye

Download: See below.

License: CC-By-Sa

[spoiler=Screenshots]
Image
Image
[/spoiler]
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army.zip
(146.65 KiB) Downloaded 2595 times
Last edited by Dan Duncombe on Wed Oct 30, 2013 15:35, edited 1 time in total.
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by LuxAtheris » Wed Oct 30, 2013 09:55

Looks nice
gonna download now
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Dan Duncombe
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by Dan Duncombe » Wed Oct 30, 2013 11:14

Update 0.2:
ADDED A RIFLE!!! To use: Put rifle in inv, put bullets directly right of rifle,punch to fire!!!
Credits to PilzAdam for the framework of the gun.
Last edited by Dan Duncombe on Wed Oct 30, 2013 11:15, edited 1 time in total.
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by LuxAtheris » Wed Oct 30, 2013 13:39

Nice,i like the sound part.
but i think the mine isn't working,tried to step on it
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by Dan Duncombe » Wed Oct 30, 2013 13:45

LuxAtheris wrote:Nice,i like the sound part.
but i think the mine isn't working,tried to step on it

You did activate it right?
Punch and wait to activate.
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by LuxAtheris » Wed Oct 30, 2013 14:32

Dan Duncombe wrote:
LuxAtheris wrote:Nice,i like the sound part.
but i think the mine isn't working,tried to step on it

You did activate it right?
Punch and wait to activate.

ohh,didnt know that,silly me
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by Topywo » Wed Oct 30, 2013 14:41

I took a look at the screenshot and the code of the barbed wire. Very nice!

While doing that I read you need to punch a mine? Maybe an idea to activate it when an entity is close? Punching it isn't the first thing I think about when I see a mine.
 

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by Dan Duncombe » Wed Oct 30, 2013 15:34

Topywo wrote:I took a look at the screenshot and the code of the barbed wire. Very nice!

While doing that I read you need to punch a mine? Maybe an idea to activate it when an entity is close? Punching it isn't the first thing I think about when I see a mine.

Well, mines are now removed because they crashed minetest by causing something to go wrong in default.
I meant punch to turn on, with a several-second countdown, giving you time to get away before they become active.
When active, they blow up when a player comes near.
Last edited by Dan Duncombe on Wed Oct 30, 2013 15:36, edited 1 time in total.
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by Dan Duncombe » Wed Oct 30, 2013 15:35

Update 0.3:

Remove mines, cause they caused some crashes.
Added a knife. (no recipe yet)
Last edited by Dan Duncombe on Wed Oct 30, 2013 15:35, edited 1 time in total.
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by BrunoMine » Wed Oct 30, 2013 15:43

Looks good but ....
It exencial accompanying another mod of firearms. Can be based on the mod arremeçar (PilzAdam), but with sound and textures of firearms.
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by Dan Duncombe » Wed Oct 30, 2013 16:05

brunob.santos wrote:Looks good but ....
It exencial accompanying another mod of firearms. Can be based on the mod arremeçar (PilzAdam), but with sound and textures of firearms.

Errr... the textures, and the sounds, are different from firearms. There is ONE gun in this. This adds many things not in firearms.
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by BrunoMine » Wed Oct 30, 2013 16:09

Dan Duncombe wrote:
brunob.santos wrote:Looks good but ....
It exencial accompanying another mod of firearms. Can be based on the mod arremeçar (PilzAdam), but with sound and textures of firearms.

Errr... the textures, and the sounds, are different from firearms. There is ONE gun in this. This adds many things not in firearms.


excuse me, mistakenly published.
What I mean.
Add a background sound that inspires a war (sound of gunfire in the distance)
Add a way to select players for each team. (Or enter a mod to do that) Thanks!
Last edited by BrunoMine on Wed Oct 30, 2013 16:10, edited 1 time in total.
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by Dan Duncombe » Wed Oct 30, 2013 16:11

brunob.santos wrote:excuse me, mistakenly published.
What I mean.
Add a background sound that inspires a war (sound of gunfire in the distance)
Add a way to select players for each team. (Or enter a mod to do that) Thanks!

I see, so make the world seem warlike with sound effects etc. If I get good enough, that will definately be included!
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by LionsDen » Wed Oct 30, 2013 16:32

For the sound effects, you could use the minetest.after function to play the sound. Then it will call the minetest.after function for the next time the sound is needed by maybe randomly choosing a number between 1 and 10 seconds. That way you get the random sounds of guns and or bombs. Just have a different timer for each sound you want in the background. Hope this helps. :)

A link to the minetest.after wiki page.

http://dev.minetest.net/minetest.after
 

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by Inocudom » Wed Oct 30, 2013 16:51

How about, as something for the army to fight, giant subterranean yellow jacket hives. If you need some inspiration, look at the video below:
http://youtu.be/sjfr8EsI2YQ
Why yellow jackets you ask? Because they are very aggressive, their hives are like something out of a horror film, and they would sure make for a unique type of enemy that has never been done before.

You could add flamethrowers and fire extinguishers to this mod. Give the two mods below a look in order to gain inspiration:
https://forum.minetest.net/viewtopic.php?pid=77035#p77035
https://forum.minetest.net/viewtopic.php?pid=49115#p49115
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by Dan Duncombe » Wed Oct 30, 2013 16:52

LionsDen wrote:For the sound effects, you could use the minetest.after function to play the sound. Then it will call the minetest.after function for the next time the sound is needed by maybe randomly choosing a number between 1 and 10 seconds. That way you get the random sounds of guns and or bombs. Just have a different timer for each sound you want in the background. Hope this helps. :)

A link to the minetest.after wiki page.

http://dev.minetest.net/minetest.after


Thanks!

Edit: This works once, but then stops, how do I keep it repeating?
minetest.after(7, function(pos, player)
music_handle=minetest.sound_play("army_ambient1",
{pos = pos, gain = 1.0, max_hear_distance = 1,})
end)
Last edited by Dan Duncombe on Wed Oct 30, 2013 17:04, edited 1 time in total.
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by viv100 » Wed Oct 30, 2013 17:27

how is it to reload and fire the gun
 

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by Dan Duncombe » Wed Oct 30, 2013 17:34

viv100 wrote:how is it to reload and fire the gun

Look further up, I have already given instructions.
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by viv100 » Wed Oct 30, 2013 17:40

I do not understand
 

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by Dan Duncombe » Wed Oct 30, 2013 18:12

viv100 wrote:I do not understand


'Put gun in inventory. Put bullets to direct right of gun. Punch to fire'
More or less what I already said.
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by LionsDen » Wed Oct 30, 2013 19:49

Dan Duncombe wrote:
LionsDen wrote:For the sound effects, you could use the minetest.after function to play the sound. Then it will call the minetest.after function for the next time the sound is needed by maybe randomly choosing a number between 1 and 10 seconds. That way you get the random sounds of guns and or bombs. Just have a different timer for each sound you want in the background. Hope this helps. :)

A link to the minetest.after wiki page.

http://dev.minetest.net/minetest.after


Thanks!

Edit: This works once, but then stops, how do I keep it repeating?
minetest.after(7, function(pos, player)
music_handle=minetest.sound_play("army_ambient1",
{pos = pos, gain = 1.0, max_hear_distance = 1,})
end)


Put the sound into it's own function and call that once the first time when your mod code is executed once. Then in the function you created to play the sound, have it do the minetest.after command again but this time with a random number in the time position. That way it will call itself again every time the sound is played and it will space the time between plays randomly. That would be the way that I would do it as I don't know of any other way that is as economical in computing time.
 

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by BrunoMine » Wed Oct 30, 2013 21:14

This is the best mod for pvp servers I've ever seen. If you want this to really work. I believe we need a functional system for the server.
This system includes:
* Zoning of the players into two teams (so enter the server)
* Auto balancing the number of players on each team.
* Renaming of players on each team (eg BLUE01, RED01)
* Respawn at the base of the team
* Scoring system for deaths

I analyzed all the points I and with the addition of these functions may be the mod for pvp servers.
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by Inocudom » Wed Oct 30, 2013 21:59

Inocudom wrote:How about, as something for the army to fight, giant subterranean yellow jacket hives. If you need some inspiration, look at the video below:
http://youtu.be/sjfr8EsI2YQ
Why yellow jackets you ask? Because they are very aggressive, their hives are like something out of a horror film, and they would sure make for a unique type of enemy that has never been done before.

You could add flamethrowers and fire extinguishers to this mod. Give the two mods below a look in order to gain inspiration:
https://forum.minetest.net/viewtopic.php?pid=77035#p77035
https://forum.minetest.net/viewtopic.php?pid=49115#p49115


Nobody read the above post, apparently...

There is a capture-the-flag mod. The link to it is below:
https://forum.minetest.net/viewtopic.php?id=6947
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by BrunoMine » Wed Oct 30, 2013 22:59

considered this mod flag, however the mod is a standard army of war.
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by nolan » Thu Oct 31, 2013 00:05

Update with the screenshots please? :)
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