[Mod] Explosives [WIP] [git] [explosives]

vitalie
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Re: [Mod] Explosives [WIP] [git] [explosives]

by vitalie » Wed Jun 08, 2016 16:12

Well, since we now have land mines and naval mines, the mod needs a better name. Renaming 'landmines' to 'explosives'.
 

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Re: [Mod] Explosives [WIP] [git] [explosives]

by FaceDeer » Thu Jun 09, 2016 01:13

I'm tinkering around a bit with this mod as a learning experience, figured I'd mention some of the ideas I've had in case you like them and decide to get to them before me. :)

I'm thinking a nice way of balancing attack and defense with these things would be to add a mine detector tool. It could work two different ways; a "passive" detector that pings when it's within six nodes or so of a landmine, and an "active" mode that lets you probe nodes one by one and reveals the mine if you hit it. Then you could have 0-delay mines in good conscience, allowing them to be a powerful defense while still allowing players to make their way through if they're prepared and cautious.

How about mines that are disguised as flowers or tufts of grass? That way you can lay a minefield around your secret base and if you're careful you can avoid your own mines, knowing what they're disguised as.

How about a claymore mine that you can stick on a wall or ceiling, that triggers if someone steps into the empty space "above" it? Good for booby-trapping doorways where it might not be so easy to hide something on the floor. Maybe add mesecon support to allow mines to be activated or deactivated based on a signal. Might be getting a bit overly elaborate there, though.
 

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Re: [Mod] Explosives [WIP] [git] [explosives]

by mahmutelmas06 » Thu Jun 09, 2016 15:58

Code: Select all
-------------
  Separator
-------------

2016-06-09 18:51:00: [Main]: Automatically selecting world at [D:\Oyun\Kurulan\Minetest\bin\..\worlds\Dnymz]
2016-06-09 18:51:01: ERROR[Main]: Irrlicht: Switch to fullscreen: The graphics mode is not supported.
2016-06-09 18:51:21: ERROR[Main]: ModError: Failed to load and run script from D:\Oyun\Kurulan\Minetest\bin\..\mods\explosives\init.lua:
2016-06-09 18:51:21: ERROR[Main]: D:\Oyun\Kurulan\Minetest\bin\..\builtin\game\register.lua:62: Name landmine:landmine does not follow naming conventions: "explosives:" or ":" prefix required
2016-06-09 18:51:21: ERROR[Main]: stack traceback:
2016-06-09 18:51:21: ERROR[Main]:    [C]: in function 'error'
2016-06-09 18:51:21: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\builtin\game\register.lua:62: in function 'check_modname_prefix'
2016-06-09 18:51:21: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\builtin\game\register.lua:110: in function 'register_item'
2016-06-09 18:51:21: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\builtin\game\register.lua:177: in function 'register_node'
2016-06-09 18:51:21: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\explosives\init.lua:80: in main chunk
2016-06-09 18:51:21: ERROR[Main]: Hata ayrıntıları için debug.txt dosyasını inceleyin.
2016-06-09 18:52:24: ERROR[Main]: Client: Cannot create image from data of file "zombie-base.psd"
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vitalie
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Re: [Mod] Explosives [WIP] [git] [explosives]

by vitalie » Thu Jun 09, 2016 16:25

@mahmutelmas06

Ah, the 'stable' branch is out of date after the recent renaming. Fixed now.

Thank you for pointing this out!
 

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Re: [Mod] Explosives [WIP] [git] [explosives]

by mahmutelmas06 » Thu Jun 09, 2016 23:13

thnk you for the fix

--Suggestions--
Remote conrolled bomb
Time bomb
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Re: [Mod] Land mines [WIP] [git] [landmine]

by wilkgr76 » Wed Jun 22, 2016 23:51

vitalie wrote:Disclaimer: Don't attempt this at home.

XD
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Re: [Mod] Land mines [WIP] [git] [landmine]

by wilkgr76 » Wed Jun 22, 2016 23:52

DS-minetest wrote:the good old nodebox was nicer

Aye
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Re: [Mod] Explosives [WIP] [git] [explosives]

by vitalie » Thu Jun 23, 2016 17:05

Update:
* Time bombs added in 'unstable' branch (timer up to 1 hour).
* Nodebox is the default. To switch to mesh, add "enable_explomesh = true" to your minetest.conf.

Feel free to test. Comments and suggestions always welcome.

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Re: [Mod] Explosives [WIP] [git] [explosives]

by vitalie » Mon Jun 27, 2016 17:27

mahmutelmas06 wrote:thnk you for the fix

--Suggestions--
Remote conrolled bomb
Time bomb
I implemented the time bomb, but I have a problem with its concept and need your help.

Currently, the time bomb explodes when countdown stops. Before that it's visible and harmless, like a block of TNT. If someone digs it before explosion, the timer stops. That sounds wrong. Options:
1. Make it undiggable -- once the timer started, the bomb will be there ticking and ticking until the blast.
2. Make it untouchable -- once the timer started, any punch will lead to premature explosion.
3. Conceal it -- make it look like dirt etc.
4. Just leave it like this and forget about the whole thing.

Ideas anyone?
 

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Re: [Mod] Explosives [WIP] [git] [explosives]

by mahmutelmas06 » Mon Jun 27, 2016 21:35

Maybe bomb exploses if you dig and add an right-click formspec with a simple puzzle to deactivate then you can dig.
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Re: [Mod] Explosives [WIP] [git] [explosives]

by Don » Tue Jun 28, 2016 00:42

mahmutelmas06 wrote:Maybe bomb exploses if you dig and add an right-click formspec with a simple puzzle to deactivate then you can dig.

This might help.
https://github.com/minetest/minetest/bl ... .txt#L3618
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Re: [Mod] Land mines [WIP] [git] [landmine]

by DS-minetest » Tue Jun 28, 2016 16:17

I wrote:disarm:click with screwdriver 10 times, wait 10-20 seconds between clicks, if less than 10 seconds, it explodes, if more 20 seconds, you have to begin again

this and
vitalie wrote:2. Make it untouchable -- once the timer started, any punch will lead to premature explosion.
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Re: [Mod] Explosives [WIP] [git] [explosives]

by Laser0073 » Thu Sep 01, 2016 01:20

Cool!!! :) If you can, please add grenades, that would be awesome! I'm going to add this to a pvp server that I'm working on. Good job!
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