[Mod] Simple Shooter [0.5.3] [shooter]

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balthazariv
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Re: [Mod] Simple Shooter [0.5.0] [shooter]

by balthazariv » Sun Aug 17, 2014 07:10

Hello Stu,

I have everything turned off and I tested one by one. "Simple Shooter" crash with
[Mod] Simple protection [simple_protection]
 

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Re: [Mod] Simple Shooter [0.5.1] [shooter]

by stu » Wed Oct 01, 2014 20:14

Mod Updated: Version 0.5.1

Added simple protection mod support, requires a protection mod that utilizes minetest.is_protected()
Tested and works well with TenPlus1's version of the protector mod.

Note that protection support is disabled by default, you will need to set SHOOTER_ENABLE_PROTECTION = true
is your shooter.conf (if you don't already have this file then create it in the mod's main directory)
Enabling protection may cause a slight slow-down of explosions depending on which protection mod you use.
 

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Re: [Mod] Simple Shooter [0.5.1] [shooter]

by AMMOnym » Wed Oct 01, 2014 20:52

stu wrote:Mod Updated: Version 0.5.1

Added simple protection mod support, requires a protection mod that utilizes minetest.is_protected()
Tested and works well with TenPlus1's version of the protector mod.

Note that protection support is disabled by default, you will need to set SHOOTER_ENABLE_PROTECTION = true
is your shooter.conf (if you don't already have this file then create it in the mod's main directory)
Enabling protection may cause a slight slow-down of explosions depending on which protection mod you use.

Hello, can u add version with tnt, which just explode and doesnt destroy nodes ? Well....if its possible :D
 

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Re: [Mod] Simple Shooter [0.5.1] [shooter]

by stu » Wed Oct 01, 2014 21:01

AMMOnym wrote:
stu wrote:Mod Updated: Version 0.5.2

Added simple protection mod support, requires a protection mod that utilizes minetest.is_protected()
Tested and works well with TenPlus1's version of the protector mod.

Note that protection support is disabled by default, you will need to set SHOOTER_ENABLE_PROTECTION = true
is your shooter.conf (if you don't already have this file then create it in the mod's main directory)
Enabling protection may cause a slight slow-down of explosions depending on which protection mod you use.

Hello, can u add version with tnt, which just explode and doesnt destroy nodes ? Well....if its possible :D



You can either set SHOOTER_ALLOW_NODES = false which will disable the destruction of nodes altogether or you can now set SHOOTER_ENABLE_BLASTING = false to only disable node destruction by explosives, another new feature I forgot to mention.

See: shooter.config.example for all available options.
Last edited by stu on Fri Oct 24, 2014 22:22, edited 1 time in total.
 

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Re: [Mod] Simple Shooter [0.5.1] [shooter]

by AMMOnym » Thu Oct 02, 2014 14:02

stu wrote:
AMMOnym wrote:
stu wrote:Mod Updated: Version 0.5.1

Added simple protection mod support, requires a protection mod that utilizes minetest.is_protected()
Tested and works well with TenPlus1's version of the protector mod.

Note that protection support is disabled by default, you will need to set SHOOTER_ENABLE_PROTECTION = true
is your shooter.conf (if you don't already have this file then create it in the mod's main directory)
Enabling protection may cause a slight slow-down of explosions depending on which protection mod you use.

Hello, can u add version with tnt, which just explode and doesnt destroy nodes ? Well....if its possible :D

Thank you a lot

You can either set SHOOTER_ALLOW_NODES = false which will disable the destruction of nodes altogether or you can now set SHOOTER_ENABLE_BLASTING = false to only disable node destruction by explosives, another new feature I forgot to mention.

See: shooter.config.example for all available options.
 

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Re: [Mod] Simple Shooter [0.5.1] [shooter]

by stu » Fri Oct 24, 2014 22:21

Mod update

Added a crossbow with directional arrows.
+ screenshot

Arrows will do damage to players/entities listed in SHOOTER_ENTITIES and will stick in all non-walkable nodes (walkable = false). They can be picked up again by punching them but will dissapear after a preset time (default 3 mins) or if they become unloaded, for whatever reason.

I wanted to have the arrows stick in players/mobs but this is currently not possible due to some bugs in the core entity attachment system. :/

Enjoy 8)
 

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Re: [Mod] Simple Shooter [0.5.2] [shooter]

by philipbenr » Fri Oct 24, 2014 22:34

Hey, it looks fine right now. If you can get them to stick to players I'd think that as a bonus.

;) nice work stu.
 

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Re: [Mod] Simple Shooter [0.5.2] [shooter]

by Evergreen » Fri Oct 24, 2014 22:50

Awesome!

EDIT:
it's 'crossbow' not 'crassbow'
Back from the dead!
 

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Re: [Mod] Simple Shooter [0.5.2] [shooter]

by stu » Sat Oct 25, 2014 01:31

Evergreen wrote:Awesome!

EDIT:
it's 'crossbow' not 'crassbow'


Fixed, thanks for reporting
 

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Re: [Mod] Simple Shooter [0.5.2] [shooter]

by Ikishida » Mon Jan 05, 2015 07:22

May I please use this for my SAO mod? can't code a gun...
 

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Re: [Mod] Simple Shooter [0.5.2] [shooter]

by stu » Tue Jan 06, 2015 21:27

Ikishida wrote:May I please use this for my SAO mod? can't code a gun...


Yes, you may use the source code under the terms of LGPL v2.1, however, the sound effects are licensed separately. Please see the LICENSE.txt for full details.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Sun Jan 25, 2015 20:06

Mod Updated: version-0.5.3

Added coloured arrows

Regular white arrows can now be mixed with base dyes to create grey, black, red, yellow, green, cyan, blue and magenta arrows

Added admin super weapons
This change lets admins (people with server privilege) shoot guns automatically after <= 2 seconds if they hold left click without using munition.

Note: the latter must be enabled in shooter.conf by adding SHOOTER_ADMIN_WEAPONS = true.
See shooter.conf.example for all available config options.

Much of the credit goes to HybridDog for making these changes possible and to lightonflux for suggesting the coloured arrows.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by sparky » Fri Feb 27, 2015 22:10

I added smoke grenades, code is based of "grenade.lua" with some from "flare.lua" added in
also changed "init.lua" and "shooter.lua" to make it load like the other .luas
the particles could use some more tweaking though.
I hope you like it. :D
keep up the awsumness
Attachments
shooter.zip
(347.81 KiB) Downloaded 55 times
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Sun Mar 01, 2015 22:29

sparky wrote:I added smoke grenades, code is based of "grenade.lua" with some from "flare.lua" added in
also changed "init.lua" and "shooter.lua" to make it load like the other .luas
the particles could use some more tweaking though.
I hope you like it. :D
keep up the awsumness


This looks pretty cool, I will add this to the mod as soon as I get a chance, though I would like to make a few tweaks here and there.

Thank you for sharing this.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by guideahon » Tue Mar 10, 2015 22:06

Found a bug, if you have 2 crossbows and use the second, instead of wearing out, it starts again like the first time you used it
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Fri Mar 13, 2015 20:51

guideahon wrote:Found a bug, if you have 2 crossbows and use the second, instead of wearing out, it starts again like the first time you used it

I believe this to be a bug in the engine as it works fine with older versions, also this does not just affect the crossbow but a lot of the other weapons too.

viewtopic.php?f=6&t=11471

Hopefully there will be a fix sometime soon otherwise this mod is busted :-(
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by mahmutelmas06 » Sun May 31, 2015 17:46

Thank you for the mod.
I dont know if you thinked to add but firearms has a some kind of hud for guns.
My Mods:

Beverage
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by tinkerlevu » Tue Sep 08, 2015 22:06

Hey can you add support for mobs redo. I tried editing the config file but it did not work. Simple mobs did work though. Thanks in advance
p.s Im using minetest version: 0.4.13
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by lightonflux » Wed Sep 09, 2015 07:01

I already wrote an issue regarding mobs redo. https://github.com/stujones11/shooter/issues/6

You have to add the entities of the mod to shooter so it knows which entity it is allowed to harm. But the real problem is the damage that is dealt (too little).
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by tinkerlevu » Wed Sep 09, 2015 08:34

so what exactly do I have to edit in the shooter directory to increase the damage of the weapons?
And why can you shoot the sheep but not the bunny even if they have the same armour level?
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Wed Sep 09, 2015 19:00

lightonflux wrote:I already wrote an issue regarding mobs redo. https://github.com/stujones11/shooter/issues/6


I could add a global damage coefficient (as discussed in that issue) but then the weapons will also do more damage to players, which may or may not be desirable. I really need to have separate damage levels for players and entities which is quite a bit more work.

I will eventually make the default support for mobs redo as it seems to be quite popular but in the meantime it is probably easier to decrease the armor levels of the mobs than to alter this mod.

tinkerlevu wrote:so what exactly do I have to edit in the shooter directory to increase the damage of the weapons?


If you want the guns to do more damage to both players and mobs then edit guns.lua and increase the damage_groups={fleshy=n} levels.

For explosions you would need to look for this line in shooter.lua and adjust the algorithm to suit.

Code: Select all
local damage = (fleshy * 0.5 ^ dist) * 2

tinkerlevu wrote: why can you shoot the sheep but not the bunny even if they have the same armour level?

All I can guess it that the bunny has not been properly included in the SHOOTER_ENTITIES table. To configure this, you need to add a file called shooter.conf in the mod's main directory, see shooter.conf.example for all of the available options.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by tinkerlevu » Wed Sep 09, 2015 22:51

well... I added the entities to the entity list and I slowly increased fleshy on my rifle to 500, then back down to 0 and even after adding the entities to the entity list in the conf file and shooter.lua, the bullets go straight through them and ends up hitting the block behind them. it still doesn’t work. Do you know why? I know that I'm asking too much but any help is appreciated. Thanks.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Fri Sep 11, 2015 18:26

tinkerlevu wrote:well... I added the entities to the entity list and I slowly increased fleshy on my rifle to 500, then back down to 0 and even after adding the entities to the entity list in the conf file and shooter.lua, the bullets go straight through them and ends up hitting the block behind them. it still doesn’t work. Do you know why? I know that I'm asking too much but any help is appreciated. Thanks.


Adding "mobs:cow" to the config worked for me, however I did notice that the cow's collision box is relatively small so you do need to hit it right in the middle.

I have now added auto configuration for all simple mobs derivatives, that is all mods that are simply named "mobs" this includes mobs redo by TenPlus1 and carbone mobs by Calinou, there may well be others.

I have so far only tested mobs redo and I personally find the damage levels quite acceptable but if you do still wish to increase the damage groups of the guns I would start with something a lot less than 500, that's way too high.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by tinkerlevu » Sun Sep 13, 2015 08:53

OMG! it works! you... are... AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I guess that all i have to do is change the hit boxes on the mobs

oh BTW, I had a addon to mobs redo that registered mobs as: kpgmobs:<mob name>, so I changed:
Code: Select all
for k, v in pairs(minetest.registered_entities) do
   if string.find(k, "^mobs") then
      table.insert(SHOOTER_ENTITIES, k)
   end
end

to:
Code: Select all
for k, v in pairs(minetest.registered_entities) do
   if string.find(k, "^mobs") then
      table.insert(SHOOTER_ENTITIES, k)

   elseif string.find(k, "^kpgmobs") then
      table.insert(SHOOTER_ENTITIES, k)
   end
end

and everything worked fine.

So I was thinking... maybe you can add support for simple mob based mods that use different naming conventions which can also be altered through the config file. Thanks alot.
Last edited by tinkerlevu on Sun Sep 13, 2015 09:32, edited 1 time in total.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by tinkerlevu » Sun Sep 13, 2015 09:03

oh I've got an idea! how about instead of reloading by clicking when the gun is empty, you can drag the empty gun and a pack of ammo onto the crafting guild in-order to load the gun. And you can enable or disable this feature through the config file.

And another idea, how about also being able to edit the ammo amounts of each gun through the config file

that's about all I can think of right now...
 

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