Post your modding questions here
Re: Post your modding questions here
Oops I found SAO (new entity) haven't something like get_rotate(), only getyaw() present.
Is it right ?
Is it right ?
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
- Krock
- Developer
- Posts: 4650
- Joined: Thu Oct 03, 2013 07:48
- GitHub: SmallJoker
- Location: Switzerland
- Contact:
Re: Post your modding questions here
There is the function get_yaw() for LuaEntities (mobs, dropped items, etc) that returns the rotation in radians, which represents the rotation of the entity. If you need it in degrees, multiply it with (180 / math.pi).Nyarg wrote:Oops I found SAO (new entity) haven't something like get_rotate(), only getyaw() present.
For players, this function is called get_look_horizontal().
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
Re: Post your modding questions here
Yes. But I mean something get_rotate3d() of course.Krock wrote:There is the function get_yaw() for LuaEntities
I need rotate entity in xyz, but see not a way for single entity.
Now I see only one way it use paired entity invisibleRoot+attachedVisibleWithRotation.
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
- Desour
- Member
- Posts: 1473
- Joined: Thu Jun 19, 2014 19:49
- GitHub: Desour
- IRC: Desour
- In-game: DS
- Location: I'm scared that if this is too exact, I will be unable to use my keyboard.
Re: Post your modding questions here
You don't need to attach an entity to set a bone pos. You can add a bone to the mesh in blender.Nyarg wrote:Yes. But I mean something get_rotate3d() of course.Krock wrote:There is the function get_yaw() for LuaEntities
I need rotate entity in xyz, but see not a way for single entity.
Now I see only one way it use paired entity invisibleRoot+attachedVisibleWithRotation.
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)
Re: Post your modding questions here
Thank for remind me about bones.DS-minetest wrote:You can add a bone to the mesh in blender.
Have minetest default bone (something like "root") if I use visual = "cube" not "mesh" ?
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
- Desour
- Member
- Posts: 1473
- Joined: Thu Jun 19, 2014 19:49
- GitHub: Desour
- IRC: Desour
- In-game: DS
- Location: I'm scared that if this is too exact, I will be unable to use my keyboard.
Re: Post your modding questions here
I don't know but I don't think so, I never saw any documentation for this.Nyarg wrote:Thank for remind me about bones.DS-minetest wrote:You can add a bone to the mesh in blender.
Have minetest default bone (something like "root") if I use visual = "cube" not "mesh" ?
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)
-
- Member
- Posts: 818
- Joined: Tue Apr 14, 2015 01:59
- GitHub: raymoo
- IRC: Hijiri
- In-game: Raymoo + Clownpiece
Re: Post your modding questions here
I thought all entity meshes had a root bone (maybe called ""?) so that you can attach things. Not sure though.
Every time a mod API is left undocumented, a koala dies.
- BrunoMine
- Member
- Posts: 1082
- Joined: Thu Apr 25, 2013 17:29
- GitHub: BrunoMine
- Location: SP-Brasil
- Contact:
Re: Post your modding questions here
How can I keep a node unchanged after a minetest.place_schematic method?
For example, "default:chest" can not be removed.
For example, "default:chest" can not be removed.
- orwell
- Member
- Posts: 958
- Joined: Wed Jun 24, 2015 18:45
- GitHub: orwell96
- IRC: orwell96_mt
- In-game: orwell
- Location: Raxacoricofallapatorius
Re: Post your modding questions here
AFAIK, the root bone of any object is called "" (empty string)
- Wuzzy
- Member
- Posts: 4804
- Joined: Mon Sep 24, 2012 15:01
- GitHub: Wuzzy2
- IRC: Wuzzy
- In-game: Wuzzy
- Contact:
Re: Post your modding questions here
How do I make entities/objects non-pointable (like pointable=false for nodes) without changing the collision box?
Re: Post your modding questions here
I'm still fail again and again with tests to rotate entity. So I rephrase my question:
I want to pitch or to roll single entity, is somewhere worked example or mod ?
Quick search in forum and collection of mods give no result for set_bone_position().
I want to pitch or to roll single entity, is somewhere worked example or mod ?
Quick search in forum and collection of mods give no result for set_bone_position().
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
- stu
- Member
- Posts: 923
- Joined: Sat Feb 02, 2013 02:51
- GitHub: stujones11
- Location: United Kingdom
Re: Post your modding questions here
I might also point out that bone rotation is only possible with 'rigged' models exported as an animated format like b3d or directx.
- stu
- Member
- Posts: 923
- Joined: Sat Feb 02, 2013 02:51
- GitHub: stujones11
- Location: United Kingdom
Re: Post your modding questions here
AFAIK there is no other way to do that but there really should be.Wuzzy wrote:How do I make entities/objects non-pointable (like pointable=false for nodes) without changing the collision box?
Re: Post your modding questions here
wow something works at least now for mycube.x entity ) Thank you all ) but:
Does collision box inherit rotate of entity in roll and pitch via set_bone_position() ?
Does collision box inherit rotate of entity in roll and pitch via set_bone_position() ?
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
Re: Post your modding questions here
Next problem:
When I do set_bone_position() to root of assembled entities then child entity disappear.
Is it possible to rotate assembled entity ?
When I do set_bone_position() to root of assembled entities then child entity disappear.
Is it possible to rotate assembled entity ?
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
- Wuzzy
- Member
- Posts: 4804
- Joined: Mon Sep 24, 2012 15:01
- GitHub: Wuzzy2
- IRC: Wuzzy
- In-game: Wuzzy
- Contact:
Re: Post your modding questions here
I have gone crazy in trying to disable caves and dungeons for the mapgen at subgame-level.
I want to make a perfectly flat map without all the mapgen garbage floating around.
And it MUST be the “flat” mapgen because the user should be able to select it from the main menu.
I tried to clean minetest.conf, just to make sure it doesn't conflict.
I tried this:
But it did nothing. When I create a new flat world, caves, dungeons and decorations still appear.
The file “map_meta.txt” showed the default flags instead of the flags I chose.
What's the point of minetest.set_mapgen_setting if I can't even use it to set the most basic mapgen flags? :-(
Yes, I'm in a bad mood.
EDIT:
I also tried editing the subgame-level minetest.conf.
When I add “mg_flags=nocaves,nodungeons,nodecorations”, it works for “flat”.
BUT this also removes all caves and decorations from the other mapgens, so having a minetest.conf at subgame level is also not helping. :O
I want to make a perfectly flat map without all the mapgen garbage floating around.
And it MUST be the “flat” mapgen because the user should be able to select it from the main menu.
I tried to clean minetest.conf, just to make sure it doesn't conflict.
I tried this:
Code: Select all
minetest.set_mapgen_setting("mg_flags", "nocaves,nodungeons,nodecorations")
The file “map_meta.txt” showed the default flags instead of the flags I chose.
What's the point of minetest.set_mapgen_setting if I can't even use it to set the most basic mapgen flags? :-(
Yes, I'm in a bad mood.
EDIT:
I also tried editing the subgame-level minetest.conf.
When I add “mg_flags=nocaves,nodungeons,nodecorations”, it works for “flat”.
BUT this also removes all caves and decorations from the other mapgens, so having a minetest.conf at subgame level is also not helping. :O
- TumeniNodes
- Member
- Posts: 2943
- Joined: Fri Feb 26, 2016 19:49
- GitHub: TumeniNodes
- IRC: tumeninodes
- In-game: TumeniNodes
- Location: in the dark recesses of the mind
- Contact:
Re: Post your modding questions here
In my subgame, I used the default mod folder, and just used the mapgen from there, to set up the mapgen the way I prefer...
I only mention this as I notice MC2 does not have a "default" mod folder.
So, maybe if you add the MT default mod folder and strip out all you do not need and just keep the mapgen.lua in it and set it to your preferences?
nevermind, sorry... I completely forgot you use "core".... rather than default. and you have mapgen in there...
Please disregard my ignorance
in the code you used above, I think you may need to specify mg_flat, if you only want those flags to effect mg flat?
I only mention this as I notice MC2 does not have a "default" mod folder.
So, maybe if you add the MT default mod folder and strip out all you do not need and just keep the mapgen.lua in it and set it to your preferences?
nevermind, sorry... I completely forgot you use "core".... rather than default. and you have mapgen in there...
Please disregard my ignorance
in the code you used above, I think you may need to specify mg_flat, if you only want those flags to effect mg flat?
A Wonderful World
- ACrazyNewfie
- Member
- Posts: 30
- Joined: Thu Dec 03, 2015 10:34
Re: Post your modding questions here
I'm trying to make a bunch of status effects similar to Minecraft but I'm having trouble. Please answer whatever questions you can.
How do I stop a player from taking damage in certain blocks, e.g. fire?
How do I reduce a player's fall damage?
How do I stop a player from taking damage in certain blocks, e.g. fire?
How do I reduce a player's fall damage?
Last edited by ACrazyNewfie on Sat Feb 25, 2017 11:17, edited 3 times in total.
- ACrazyNewfie
- Member
- Posts: 30
- Joined: Thu Dec 03, 2015 10:34
Re: Post your modding questions here
-- Already Answered --
Along with my other questions (see post above) I have a new one: How would I give a player "night vision", allowing them to see everything as if in daylight?
Along with my other questions (see post above) I have a new one: How would I give a player "night vision", allowing them to see everything as if in daylight?
Last edited by ACrazyNewfie on Sat Feb 25, 2017 11:18, edited 2 times in total.
Re: Post your modding questions here
why entity have setyaw() but haven't setroll() and setpitch() ?
[answered IRC] <Calinou> entities have no pitch and roll in Minetest
so set_bone_position() works for single entity but attached entity seems immediatelly detach from root entity
is there a way to rotate assembled entity not even in horizont ?
[answered IRC] <Calinou> entities have no pitch and roll in Minetest
so set_bone_position() works for single entity but attached entity seems immediatelly detach from root entity
is there a way to rotate assembled entity not even in horizont ?
Last edited by Nyarg on Fri Feb 24, 2017 12:23, edited 2 times in total.
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
- azekill_DIABLO
- Member
- Posts: 7507
- Joined: Wed Oct 29, 2014 20:05
- GitHub: azekillDIABLO
- In-game: azekill_DIABLO
- Location: OMICRON
- Contact:
Re: Post your modding questions here
set troll? :D
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
Re: Post your modding questions here
))) minetest trolls me )azekill_DIABLO wrote:set troll? :D
Now I am stuck about rotate ship maked via attached entities and have no idea (quick rotate huge object) about any way it reach )
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
- yzelast
- Member
- Posts: 54
- Joined: Sun Oct 02, 2016 01:18
- GitHub: yzelast
- In-game: yzelast
- Location: Far Far Away
Re: Post your modding questions here
Hey guys, i have a little question: There's a way to get how the node is rotated?
What a want to do is basically:
What a want to do is basically:
- get node's rotation
- set the pos with air
- placa another node with the same rotation
G84mU6AQ9dKaNhxn6dq8P5C0y5r8NssE
Re: Post your modding questions here
What you want is param2. Take a look in the stairs mod.yzelast wrote:Hey guys, i have a little question: There's a way to get how the node is rotated?
What a want to do is basically:
- get node's rotation
- set the pos with air
- placa another node with the same rotation
or try swap_node()
https://github.com/minetest/minetest/bl ... .txt#L2188
And you don't need to set air first
Who is online
Users browsing this forum: No registered users and 7 guests