[Mod] Military Vehicles [mvehicles]

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azekill_DIABLO
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Re: [Mod] Military Vehicles [mvehicles]

by azekill_DIABLO » Post

there is an error in the 1st post, you've written knowen instead of known

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Re: [Mod] Military Vehicles [mvehicles]

by Desour » Post

azekill_DIABLO wrote:there is an error in the 1st post, you've written knowen instead of known

azekill_DIABLO which was just passing by...
I've corrected the mistakes.
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Re: [Mod] Military Vehicles [mvehicles]

by emperor_genshin » Post

Just tested your tank

Good job! :3
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Re: [Mod] Military Vehicles [mvehicles]

by Desour » Post

Thanks! :3
But it's not really good, it has many bugs and I'm too lazy at the moment to make everything.
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Re: [Mod] Military Vehicles [mvehicles]

by emperor_genshin » Post

I know the feeling, you aren't the only one who is lazy out there.

Same here, at the moment I'm working on texturing that tank model that I've posted earlier here and i'm too lazy to work on it's caterpillars at the very moment. =/

But regarding to your tank code, great job. I don't mind the bugs but it's the first minetest vehicle that I've ever seen that can rotate it's turret and shoot.
DS-minetest wrote:Thanks! :3
But it's not really good, it has many bugs and I'm too lazy at the moment to make everything.
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Re: [Mod] Military Vehicles [mvehicles]

by Desour » Post

I've made some changes now:
There are tank IDs. To be used.
Much cleaning. Idk how I managed to write so much urgh code. I don't have much overlook there.

What I've planned:
  • more vehicles: helicopter, fightboat, battletrain, mobile rocket launcher, plane, ...
  • use those IDs better
  • clean more, get overlook back
  • make inventory for tank and other vehicles
  • fix the vehicles that are already there (tank and truck)
  • ...
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Re: [Mod] Military Vehicles [mvehicles]

by emperor_genshin » Post

I wonder how it would look like if this tank behaved like your tank lol

(I would recommend that you should make the tank warhead be able to hurt other entities that are not players aswell)

Image
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Re: [Mod] Military Vehicles [mvehicles]

by Desour » Post

emperor_genshin wrote:I would recommend that you should make the tank warhead be able to hurt other entities that are not players aswell
The tank shoot makes an explosion (tnt.boom). It's just like if TNT would explode.

PS.:
  • If you want to use your tank model for this mod, you can edit the names of the bones (in the model or in the code) and edit the animation frames in code.
  • Your tank model looks awesome!
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Re: [Mod] Military Vehicles [mvehicles]

by Desour » Post

Update:
  • Some deprecated stuff got replaced.
  • Some bugs are fixed.
  • Code is a bit cleaner.
  • Maybe the performance is improved a bit.
  • The top part is now added on every activate and the old one removed.
Maybe I could give the possibility to add new tops/weapons with an api, it wouldn't be too hard, there would be an on_shoot function call and co.. Then there could be eg. flamethrowers, fire extinguishers, laser beams, a mheser beam and much more. Would that be nice?
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Re: [Mod] Military Vehicles [mvehicles]

by azekill_DIABLO » Post

wouldn't it be simpler to use set attach for the turret? (cause as far as i seen you use movement checks)
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Re: [Mod] Military Vehicles [mvehicles]

by Desour » Post

azekill_DIABLO wrote:wouldn't it be simpler to use set attach for the turret? (cause as far as i seen you use movement checks)
Where did you see that? I use set_attach.

Hm, "turret" might be a nicer word than "top", maybe I'll rename it.
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Re: [Mod] Military Vehicles [mvehicles]

by azekill_DIABLO » Post

i'm blind then sry.
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Re: [Mod] Military Vehicles [mvehicles]

by farooqkz » Post


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Re: [Mod] Military Vehicles [mvehicles]

by Desour » Post

Update:
  • There's now an api to add turrets for the tank.
  • There's a railgun. (Hold shoot button 5 seconds and release it.)
  • You can now get the vehicles with the constructor node.
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Re: [Mod] Military Vehicles [mvehicles]

by Desour » Post

Update:
  • The tank has now an inventory, you can open it with aux1/Use/Special + rightclick.
  • You can now refill the tank, just put some fuel into the fuel inventory slot.
  • There's also now a slot for ammunition to be used from turrets.
  • A drill turret was added, it puts the drops into the ammo slot. If you have a nice model for it, I would be glad to use it. : )
Todo:
Add rainbow pi turret.
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Re: [Mod] Military Vehicles [mvehicles]

by azekill_DIABLO » Post

what a big number of improvements! :D +1
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Re: [Mod] Military Vehicles [mvehicles]

by captenfalkonion » Post

I just tested the mod and its great.:)

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Re: [Mod] Military Vehicles [mvehicles]

by loppi » Post

nice :D but WIP and it crashes when i want to shot
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Re: [Mod] Military Vehicles [mvehicles]

by chef trip » Post

is this mod not available anymore? i can't find it in the contentdb
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Re: [Mod] Military Vehicles [mvehicles]

by Desour » Post

chef trip wrote:
Tue Nov 07, 2023 10:55
is this mod not available anymore? i can't find it in the contentdb
I never released it on contentdb. The git repo is still there.
And I'm also not planning to put it on contentdb, because this mod is kinda crappy and neglected.
(FYI, installing mods without contentdb is trivial. Just put the mvehicles mod folder into the mods folder.)
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Re: [Mod] Military Vehicles [mvehicles]

by L-Dog » Post

Desour wrote:
Mon Oct 31, 2016 12:14
update:
you can now shoot hearts

@cx384: it looks like the gray stickman makes pipi over the tree
bro..

i fixed this... you want my copy?... i have different turret model.. i used it on server

only bug it has is when you get in and player pos is at 0,0,0 or such

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Re: [Mod] Military Vehicles [mvehicles]

by L-Dog » Post

https://github.com/N-nec/dogwar

there is your mod.. as 'Dogwar' for my server

*Currently Disabled but will be re enbled

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Re: [Mod] Military Vehicles [mvehicles]

by Desour » Post

L-Dog wrote:
Tue Nov 21, 2023 23:04
i fixed this... you want my copy?... i have different turret model.. i used it on server
What exactly did you fix?

I haven't worked on this mod for several years. And idk if it contains anything of value (remaking it from scratch might even be easier than cleaning it up). So I don't really want to test and review big PRs.

Btw. uploading a zip file via git is not how you're supposed to use git.
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Re: [Mod] Military Vehicles [mvehicles]

by L-Dog » Post

Desour wrote:
Wed Nov 22, 2023 10:05
L-Dog wrote:
Tue Nov 21, 2023 23:04
i fixed this... you want my copy?... i have different turret model.. i used it on server
What exactly did you fix?

I haven't worked on this mod for several years. And idk if it contains anything of value (remaking it from scratch might even be easier than cleaning it up). So I don't really want to test and review big PRs.

Btw. uploading a zip file via git is not how you're supposed to use git.
I'm sorry about the upload, I didn't have the time last night to do it file by file, so I compressed it as 1 and uploaded... I'll delete the zip later and upload it properl

I removed all the HUD, (same with rangedweapons mod)... Gave it unlimited ammo and fuel... I changed the turret and tank model, removed the rail gun.

Changed it to a command to spawn a tank '/dog' at player pos... ... The mod was not playable when I tested it, took awhile to fix it up for server

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Re: [Mod] Military Vehicles [mvehicles]

by Desour » Post

L-Dog wrote:
Wed Nov 22, 2023 10:32
I'm sorry about the upload, I didn't have the time last night to do it file by file, so I compressed it as 1 and uploaded... I'll delete the zip later and upload it properl
Uploading single files via the github gui is also not how you use git, FYI.
You just do `git add .` in the folder, then `git commit -m "commit description"`, then `git push <remote> <branch>`, and everything is uploaded.
L-Dog wrote:
Wed Nov 22, 2023 10:32
I removed all the HUD, (same with rangedweapons mod)... Gave it unlimited ammo and fuel... I changed the turret and tank model, removed the rail gun.

Changed it to a command to spawn a tank '/dog' at player pos... ... The mod was not playable when I tested it, took awhile to fix it up for server
The constructor node still works on my machine.

I think it's better (as in easier for us both) if you maintain your fork as separate mod. :)
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