[mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

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davidthecreator
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[mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by davidthecreator » Post

Image
This mod adds a veriety of ranged weapons:

Handguns
*semi auto
*low damage
*pretty good accuracy
*uses 9mm bullets
*quite low critical rate
machine pistols
*full auto
*extremelly low damage
*low accuracy
*uses 9mm bullets
*really low critical rate
*really fast firing speed
sub-machineguns
*full auto
*low damage
*low accuracy
*uses 10mm bullets, with rare exception of 9mm
*really low critical rate
*really fast firing speed
assault rifles
*full auto
*Average damage
*low accuracy
*uses either 5.56mm or 7.26mm bullets
*low to average critical rate
*fast firing speed
shotguns
*requires reloading after each shot
*good damage
*horrible accuracy
*uses 12gauge shells
*average critical rate
*shoots a spread of bullets
auto-shotguns
*same as shotguns, but full-auto and dosent require reloading after each shot
rifles
*requires reloading after each shot
*the further away you shoot from, the better the damage
*maximal accuracy
*uses 308.winchester rounds
*high critical rate
revolvers
*requires reloading after each shot
*high damage
*high accuracy
*uses 3.57 bullets
*high critical rate
magnums (only 1 for now)
*semi-auto
*high damage
*high accuracy
*uses 3.57 bullets
*high critical rate
heavy machineguns
*full auto
*average damage
*crap accuracy
*uses 7.26mm bullets
*low critical rate
*insane firing speed
power weapons
*full auto
*high damage
*maximal accuracy
*uses power particles as ammo (those can be only be obtained from the power particle generator)
*average critical rate
*firing speed depends on the gun
shurikens
*semi-auto (but without cooldown)
*all other stuff, depends on the material you make them from, comes in wood, stone, steel, bronze, gold, mese, diamond)
javelin
*can be stacked up to 10, and either used as a mele weapons, or thrown, but throwing it has a 5% chance of breaking it, after it hits something)
explosives
*grenade launchers
*explosive barrels
*rocket launchers (only 1 for now)
*hand grenades


Image
Image

for a guide on how to use each item in the mod and what is it capable of, just check it's describtion in game.

MT version: 0.4.17
Depends:
tnt, doors(optional), xpanes(optional), vessels(optional), moreores(extremelly optional)

recomendations:
any crafting recipe checking mod, 3d_armor, any mod that adds strong mobs(nssm for example)

license:
cc-by-sa 3.0

download:
rangedweapons 0.3.zip
(769.33 KiB) Downloaded 1216 times
Old stuff: (for version 0.1 and 0.2)
+ Spoiler
Attachments
rangedweapons0.2.zip
(189.19 KiB) Downloaded 672 times
rangedweapons.zip
(189 KiB) Downloaded 273 times
Last edited by davidthecreator on Wed Oct 31, 2018 19:50, edited 6 times in total.

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Re: [mod]ranged weapons[2016.07.16] [0.1] [rangedweapons]

by TheReaperKing » Post

This is awesome!!! Is it possible to make a machine gun or chaingun? Thanks for your hard work!
-Mike
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Re: [mod]ranged weapons[2016.07.16] [0.1] [rangedweapons]

by davidthecreator » Post

TheReaperKing wrote:This is awesome!!! Is it possible to make a machine gun or chaingun? Thanks for your hard work!
-Mike
your welcome, idk if i will manage to ever create a gun that would work automatically, but theres one gun in kaeza's firearms mod.

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Re: [mod]ranged weapons[2016.07.16] [0.1] [rangedweapons]

by TheReaperKing » Post

I've tried it but unfortunately his guns can't hurt players or mobs :\
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Re: [mod]ranged weapons[2016.07.16] [0.1] [rangedweapons]

by D00Med » Post

Looks really good!
edit: it is really good!
Just a suggestion; instead of using a single massive entity for shot, you could make lots of little entities but give them different acceleration or velocity, that way they would spread out but not from the moment they are fired.
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Re: [mod]ranged weapons[2016.07.16] [0.1] [rangedweapons]

by davidthecreator » Post

update!

as D00Med suggested, shotguns now shoot a spread of bullets!

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Re: [mod]ranged weapons[2016.07.21] [0.2] [rangedweapons]

by D00Med » Post

Nice!
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

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Re: [mod]ranged weapons[2016.07.21] [0.2] [rangedweapons]

by Krock » Post

The war may begin! Well done, this is a good mod to make survival servers more interesting. Also the shooter mod should work parallel to this one. Are there plans to provide recipes for the case moreores is not available? (making it an optional dependency)

A suggestion for the code: Right now there are about 1000 lines of code that could be saved.
My idea would be to write a new function to do on_step, using the given tool parameters:

Code: Select all

function do_onstep_thing(self, dtime, cooldown_time, damage, entity_name, drop_item_name)
   self.timer = self.timer + dtime
   ...
end

RANGEDWEAPONS_STEELSR.on_step = function(self, dtime)
   do_onstep_thing(self, dtime, 0.06, 6, "rangedweapons:steelsr", "rangedweapons:steel_shuriken")
end

RANGEDWEAPONS_MESESR.on_step = function(self, dtime)
   do_onstep_thing(self, dtime, 0.055, 7, "rangedweapons:mesesr", "rangedweapons:mese_shuriken")
end
Having this mod on Github would be very helpul to contribute.
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Re: [mod]ranged weapons[2016.07.21] [0.2] [rangedweapons]

by Gundul » Post

Thanks for your great mod !

I added to my server to use weapons for hunting.
Only two things i changed:

- first restricted weapon use to a special area (hunting area in my server)
- second the drops of shuriken, javelins and so on when hitting a node
dropping on the floor is buggy and crashed server recently. so i deleted it.


Area restriction of weapons might be useful on other servers too, so no griefers
can disturb other players. Here is the code of init.lua:
init.lua.zip
new init.lua
(5.29 KiB) Downloaded 77 times
My servers: Jungle, Lilly in the valley

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Re: [mod]ranged weapons[2016.07.21] [0.2] [rangedweapons]

by azekill_DIABLO » Post

How could I miss this! It's awesome! I especially love the wield item!

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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by davidthecreator » Post

HUGE NEW UPDATE!

*added critical hits
*damage is now randomised from lower to higher
*added a lot of new weapons
*added FULL-AUTO weapons
*most of the weapons now have cooldowns
*explosives (can be disabled in settings)
*texture and other improvements
*changed the way some of the weapons work
*other changes and improvements
*added setting to disable certain types of weapons or features
*killed over 1337 mobs in various ways (100% for testing purposes, I swear!)
*all guns (except power ones) are capable of breaking glass objects (can be disabled in settings) shotguns can also break wooden doors (can also be diabled in settings) and every single gun can blow up explosive barrels and ARE the only way to do so.



*some of the items were removed tho...

TheReaperKing wrote:This is awesome!!! Is it possible to make a machine gun or chaingun? Thanks for your hard work!
-Mike
welp... comrade... I did it... there's now: machine pistols, SMG's, auto-shotguns, assault rifles, heavy machineguns (including minigun, which is pretty much chaingun)

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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by Stix » Post

Multiple sets of bullet-resistant armor please!
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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by Lone_Wolf » Post

Interesting update. I'll have to see how you did the automatic weapons...

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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by Stix » Post

Ok so i tried it out yesterday with my sister in local-multiplayer and came across an issue: bullets collide with eachother, meaning if we both had a minigun (for example) and shot at eachother noone would die because the bullets act like a shield :-(.

*EDIT: Also even machine guns need to be reloaded every once in a while :P.
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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by casp3r » Post

just the best weapon mod

shot the player and mobs (redo or c.m.e ) (love that), and explosive destroying map , sounds amazing, new texture just incredible,
(but black plastic sheet recipe was better with "plastic sheet"(technic) and not "tree" ?)
really good work i adopt it
but conflict with "explosives" mod : viewtopic.php?t=14720

can you fix it please i really want have the two mod together i don't know how to do that
(or better integred it pleeeeeaaaase)

and it was just perfect :)

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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by davidthecreator » Post

casp3r wrote:just the best weapon mod

shot the player and mobs (redo or c.m.e ) (love that), and explosive destroying map , sounds amazing, new texture just incredible,
(but black plastic sheet recipe was better with "plastic sheet"(technic) and not "tree" ?)
really good work i adopt it
but conflict with "explosives" mod : viewtopic.php?t=14720

can you fix it please i really want have the two mod together i don't know how to do that
(or better integred it pleeeeeaaaase)

and it was just perfect :)
I Will keep the plastic sheet recipe the same, as I don't want the mod to depend on techinc, just so players could craft a material for making guns...

And in what way exactly does this mod conflict with "explosives" mod?

I checked the mod out along with rangedweapons, and they both seemed to work just fine...

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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by Stix » Post

Another issue: laser weapons deal 0 dmg half the time no matter the distance.
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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by davidthecreator » Post

Stix wrote:Another issue: laser weapons deal 0 dmg half the time no matter the distance.
Were you shooting another player, who's wearing armor with "heal" ?

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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by Stix » Post

davidthecreator wrote:
Stix wrote:Another issue: laser weapons deal 0 dmg half the time no matter the distance.
Were you shooting another player, who's wearing armor with "heal" ?
Doesn't all armor have heal values? But yes, they were wearing diamond armor.

And about bullets colliding with eachother?
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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by davidthecreator » Post

Stix wrote:
davidthecreator wrote:
Stix wrote:Another issue: laser weapons deal 0 dmg half the time no matter the distance.
Were you shooting another player, who's wearing armor with "heal" ?
Doesn't all armor have heal values? But yes, they were wearing diamond armor.

And about bullets colliding with eachother?
Well, if "heal" was involved, then there's no bug...

The way "heal" works, is providing player with chance to completely block damage...

So if a player is wearing full diamond set (60 heal)
The player has 60% chance to take 0 damage, no matter what source it comes from... Laser guns, regular guns... Or even stuff completely unrelated to rangedweapons (lava, falling, mob/player Mele attacks, drowning, etc)

And about the bullet collision... Doubt I will come up with something smart, aspecially without screwing something up, so I might try reducing bullet collision range, which will mean bullets would still be able to collide, but it would be harder to hit a bullet with another one.

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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by Stix » Post

Maybe try looking at how "simple_shooter" by Stu works? AFAIK It's never had bullet-collision problems in all its years of use on CTF.
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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by Lone_Wolf » Post

stu's mod uses a particle for the bullet IIRC. You might want to check out his code. I think it's a little more lightweight

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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by GreenXenith » Post

The particle in simple_shooter is just visual. The actual hit is with a hacky vector ray (because actual vector rays aren't until 5.0.0).
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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by Stix » Post

GreenDimond wrote:The particle in simple_shooter is just visual. The actual hit is with a hacky vector ray (because actual vector rays aren't until 5.0.0).
Well from my years of experience on CTF the visual particle collides with the player at the same time they take dmg from the gun, meaning the vector-ray and particle are aligned perfectly on the same trajectory and speed.
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Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

by casp3r » Post

davidthecreator wrote:
casp3r wrote:just the best weapon mod

shot the player and mobs (redo or c.m.e ) (love that), and explosive destroying map , sounds amazing, new texture just incredible,
(but black plastic sheet recipe was better with "plastic sheet"(technic) and not "tree" ?)
really good work i adopt it
but conflict with "explosives" mod : viewtopic.php?t=14720

can you fix it please i really want have the two mod together i don't know how to do that
(or better integred it pleeeeeaaaase)

and it was just perfect :)
I Will keep the plastic sheet recipe the same, as I don't want the mod to depend on techinc, just so players could craft a material for making guns...

And in what way exactly does this mod conflict with "explosives" mod?

I checked the mod out along with rangedweapons, and they both seemed to work just fine...
when i start with ranged weapon + explosives activated
i have this :
2018-08-29 23:48:02: ACTION[Main]: MOD: Explosives loading...
2018-08-29 23:48:02: ERROR[Main]: ModError: Failed to load and run script from D:\minetest-0.4.16\bin\..\mods\explosives\init.lua:
2018-08-29 23:48:02: ERROR[Main]: D:\minetest-0.4.16\bin\..\mods\explosives\init.lua:12: attempt to index global 'explosives' (a boolean value)
2018-08-29 23:48:02: ERROR[Main]: stack traceback:
2018-08-29 23:48:02: ERROR[Main]: D:\minetest-0.4.16\bin\..\mods\explosives\init.lua:12: in main chunk
2018-08-29 23:48:02: ERROR[Main]: Voir debug.txt pour plus d'informations.
and if i disable explosives all work fine (or explosives without ranged weapon (but together i have this thing))

and this is the line 10=>21 of init.lua apprently concerned (mod explosives)

Code: Select all

--internationalization
if minetest.get_modpath("intllib") then
	explosives.i18n = intllib.Getter()
else
	explosives.i18n = function(s,a,...)
		a={a,...}
		local v = s:gsub("@(%d+)", function(n)
			return a[tonumber(n)]
		end)
		return v
	end
	end
if i have understood something, the probleme is in line 12:
"explosives.i18n = intllib.Getter()"
hummm.....ok what i'm supose to do with that shit ..... XD
i'm not a dev and changing mod recipes and textur has already a big victory for me and i'm just don't know what the line 12 want to say
it's already bad start :)

i have changed the recipe for black plastic already :) it was good hidden in "misc" i have take lot of time before reading all the "dofile" in the init to finaly find the recipe file ;p

usualy they all are in a "item" or "craft" file but not this time

but this is the best i can do
so i need help :)
Last edited by casp3r on Wed Aug 29, 2018 22:28, edited 8 times in total.

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