Modding help

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MrOverCast
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Modding help

by MrOverCast » Post

Hello


I am trying to make a mod and I want a node to play a sound when it breaks. the problem is i get a error when I load the world.

here is the node I want to play a sound

minetest.register_node("aluminum:block", {
description = "aluminum block",
tiles = {"aluminum.png"},
groups = {cracky = 3, stone = 1},
drop = 'aluminum:block',
legacy_mineral = true,
sounds = minetest_InsigniaKey.ogg(),
})


2021-05-08 23:08:54: WARNING[Main]: Undeclared global variable "minetest_InsigniaKey" accessed at ...64\minetest-0.4.17.1-win64\bin\..\mods\aluminum\init.lua:237
2021-05-08 23:08:54: ERROR[Main]: ModError: Failed to load and run script from C:\Users\*****\Desktop\minetest-0.4.17.1win64\minetest-0.4.17.1-win64\bin\..\mods\aluminum\init.lua:
2021-05-08 23:08:54: ERROR[Main]: ...64\minetest-0.4.17.1-win64\bin\..\mods\aluminum\init.lua:237: attempt to index global 'minetest_InsigniaKey' (a nil value)


please don't tell me to update the game


thanks

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Nathan.S
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Re: Modding help

by Nathan.S » Post

from the api

Code: Select all

        sounds = {
            -- Definition of node sounds to be played at various events.
            -- All fields in this table are optional.

            footstep = <SimpleSoundSpec>,
            -- If walkable, played when object walks on it. If node is
            -- climbable or a liquid, played when object moves through it

            dig = <SimpleSoundSpec> or "__group",
            -- While digging node.
            -- If `"__group"`, then the sound will be
            -- `default_dig_<groupname>`, where `<groupname>` is the
            -- name of the tool's digging group with the fastest digging time.
            -- In case of a tie, one of the sounds will be played (but we
            -- cannot predict which one)
            -- Default value: `"__group"`

            dug = <SimpleSoundSpec>,
            -- Node was dug

            place = <SimpleSoundSpec>,
            -- Node was placed. Also played after falling

            place_failed = <SimpleSoundSpec>,
            -- When node placement failed.
            -- Note: This happens if the _built-in_ node placement failed.
            -- This sound will still be played if the node is placed in the
            -- `on_place` callback manually.

            fall = <SimpleSoundSpec>,
            -- When node starts to fall or is detached
        },
so you should be doing something like

Code: Select all

sounds = {
dug = dig_sound}
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