[mod] Vehicles [vehicles]
- Phoenixflo44
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- In-game: EvilPhoenix
- Location: Behind my PC, in Germany
Re: [mod] Vehicles [vehicles]
You've written the city vehicles are also there but there are no
Spoiler
I hate my life
- D00Med
- Member
- Posts: 949
- Joined: Sat Feb 07, 2015 22:49
- GitHub: D00Med
- Location: Australia...somewhere
Re: [mod] Vehicles [vehicles]
There should be some; the cars, the firetruck, the ambulance etc.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
- krokoschlange
- Member
- Posts: 62
- Joined: Sat Jul 02, 2016 08:33
- GitHub: krokoschlange
- In-game: krokoschlange
Re: [mod] Vehicles [vehicles]
I noticed two bugs in multiplayer:
If two people are driving in two different cars and one of them isn't pressing W, then his and the other one's vehicle's timer variable are getting reset which means that the other one can't accelerate.
Also, if you are connected to a server as a client you can't drive small curves.
This effect does not appear in singleplayer or if you host a server via the gui and you are the host (still happens to clients then)
If two people are driving in two different cars and one of them isn't pressing W, then his and the other one's vehicle's timer variable are getting reset which means that the other one can't accelerate.
Also, if you are connected to a server as a client you can't drive small curves.
This effect does not appear in singleplayer or if you host a server via the gui and you are the host (still happens to clients then)
- D00Med
- Member
- Posts: 949
- Joined: Sat Feb 07, 2015 22:49
- GitHub: D00Med
- Location: Australia...somewhere
Re: [mod] Vehicles [vehicles]
Ok, thankyou for pointing this out.
I'm still trying to rewrite this thing, it's quite tricky.
I'm still trying to rewrite this thing, it's quite tricky.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
- Andrey01
- Member
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- Joined: Wed Oct 19, 2016 15:18
- GitHub: Andrey2470T
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- Location: Russia, Moscow
Re: [mod] Vehicles [vehicles]
DOOMed, are you preparing new update with that you promised me before?
- D00Med
- Member
- Posts: 949
- Joined: Sat Feb 07, 2015 22:49
- GitHub: D00Med
- Location: Australia...somewhere
Re: [mod] Vehicles [vehicles]
Yes I am, I'm sorry I'm taking such a long time. I have been chipping away at that list of vehicles.
Unfortunately it's becoming more and more important that I fix the messy api.
Unfortunately it's becoming more and more important that I fix the messy api.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
Re: [mod] Vehicles [vehicles]
Hello D00Med,
I have a few questions about dmobs api.lua? I try to modify the api.lua that the Dragon Rider is displayed smaller. I have in the function object_attach ...
player: set_properties ({visual_size = {x = .5, y = .5}})
changed but the rider is 1.5 nodes above the dragon. I have tried
player: set_attach (entity.object, "", attach_at, {x = 0, y = -1.5, z = 2})
but without effect. How can I adjust the height of the rider over the Dragon?
Many Thanks
I have a few questions about dmobs api.lua? I try to modify the api.lua that the Dragon Rider is displayed smaller. I have in the function object_attach ...
player: set_properties ({visual_size = {x = .5, y = .5}})
changed but the rider is 1.5 nodes above the dragon. I have tried
player: set_attach (entity.object, "", attach_at, {x = 0, y = -1.5, z = 2})
but without effect. How can I adjust the height of the rider over the Dragon?
Many Thanks
- D00Med
- Member
- Posts: 949
- Joined: Sat Feb 07, 2015 22:49
- GitHub: D00Med
- Location: Australia...somewhere
Re: [mod] Vehicles [vehicles]
Did you try using a table for "attach_at" to modify the player's position?
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
Re: [mod] Vehicles [vehicles]
Thanks, now I changed piloting.lua form
object_attach(self, clicker, {x=0, y=12, z=4}, {x=0, y=0, z=4}) to
object_attach(self, clicker, {x=0, y=8, z=4}, {x=0, y=0, z=4})
and it works fine.
In api.lua don't forget change player size after detach in
function object_detach(entity, player, offset)...
player:set_properties({visual_size = {x=1, y=1}})
object_attach(self, clicker, {x=0, y=12, z=4}, {x=0, y=0, z=4}) to
object_attach(self, clicker, {x=0, y=8, z=4}, {x=0, y=0, z=4})
and it works fine.
In api.lua don't forget change player size after detach in
function object_detach(entity, player, offset)...
player:set_properties({visual_size = {x=1, y=1}})
- AccidentallyRhine
- Member
- Posts: 252
- Joined: Sun Aug 02, 2015 05:43
Re: [mod] Vehicles [vehicles]
I wonder if it might be a good idea to separate the vehicles into sub-mods since there are some vehicles server owners may want to exclude. I know I can just go and comment out the register entities but this mod continues to grow.
- D00Med
- Member
- Posts: 949
- Joined: Sat Feb 07, 2015 22:49
- GitHub: D00Med
- Location: Australia...somewhere
Re: [mod] Vehicles [vehicles]
I hate it when mods that should be one are separated, so I probably won't do that.I wonder if it might be a good idea to separate the vehicles into sub-mods since there are some vehicles server owners may want to exclude. I know I can just go and comment out the register entities but this mod continues to grow.
However I will make it easier to remove certain parts when I next update.
Last edited by D00Med on Tue Dec 19, 2017 05:20, edited 1 time in total.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
- Phoenixflo44
- Member
- Posts: 639
- Joined: Fri Jul 28, 2017 15:01
- In-game: EvilPhoenix
- Location: Behind my PC, in Germany
Re: [mod] Vehicles [vehicles]
You wrote it trucks, buses...D00Med wrote:
This mod adds some very fast vehicles, with an api for adding more. Instead of using the keyboard to turn, the vehicles are controlled using the mouse. There are cars, planes, a boat, a tank, a firetruck, and a gun turret.
The cars can increase their speed for a bit if the sneak button is held(nitro), and the tank, jet and gun turret will fire their weapons when sneak is pressed. Also the ute's can carry passengers, and the fewawi (deliberate misspelling) turns on it's lights when right-clicked whilst sneaking, and the fire truck will fire water when sneak is pressed. There are also a few nodes for decoration, and a missile launcher.
There is also a parachute and wings, but these don't work very well at the moment.
Todo:
>Hovercraft and more boats
>wings
>Submarine
>Truck/Lorry
>Bus
>Passengers in all cars
>Add the old driving function to replace the simple driving
>Spaceships
>Police siren
>Mining/digging capability for vehicles
>Camaro
>Those tiberium things xD
>Better jump
>split the mod into a modpack
>Possibly redo the api so that velocity and acceleration are only applied on one line (idk how to word this, no seperate set_velocity/acceleration for each event).
If anyone has any requests or models they'd like to see in the mod, it would be greatly appreciated
I'm kinda busy lately, got enough on my plate for now.
Screenshot:Crafting:Spoiler
Spoiler
parachute:
grass, grass, grass
stick, X, stick,
X, wood, X
Ambulance:
X, X, X
car body, car body, white dye
wheel, engine, wheel
Geep:
X, X, X
X, engine, X
wheel, armor, wheel
Police car:
X, blue dye, red dye
X, car body, X
wheel, engine, wheel
Assault Suit:
tank gun, glass, armor
X, engine, X
armor, X, armor
Updates:License(code): LGPL 2.1+Spoiler
11/4/17:
>Improved steering and braking. Steering is better whilst the cars brakes are being used, and the difference between normal turning and turning whilst braking can be specified in a vehicles definiton.
>The boat has a boost effect similar to that of cars
>Pressing 'down' will now slow a vehicle to a stop before it moves backwards.
>fixed some bugs
24/3/17:
>added braking (used by cars)
>improved boost effect
>improved turning (it should be smoother)
8/3/17:
>added Tractor
>nodes destroyed by vehicles now drop items
>vehicles only play sound to their driver(apart from the ambulance)
6/2/17:
>changed tank model and added desert tank
>added fourd
>changed the way vehicles turn, they now turn a little more smoothly and aren't perfectly matched to the players looking direction
>added option for keyboard steering, but it is not used by the vehicles included in the mod.
4/2/17:
>added apache helicopter
>added crafting recipes for the helicopter and lightcycles
>added animation speed setting
>animation speed is relative to the speed of the vehicles
>attempted to improve the speed of the mod by moving some variables inside 'if' functions.
>visually, turning is a bit smoother (vehicle turning is divided into 4 yaw changes instead of 1)
3/2/17:
>added lightcycles
>added helicopter
>added death_node, place_node, and destroy_node options to the the api(see the readme file for more detail)
28/1/17:
by zaoqi:
>intilib support
>improvements to vehicle drop
26/1/17:
by zaoqi:
>Vehicles explode when they hit lava
>Functions are in the format vehicles.function_name, eg: vehicles.object_drive
>vehicles have gravity when they are not driven
>functions are now entirely in the api
by me:
>vehicles are now dropped if punched by the driver whilst they are being driven.
11/1/17:
>The built-in vehicles, items, and nodes can all be disabled(line 21)
>All vehicles except the parachute now use the same driving function. It's a lot easier to make new vehicles now.
>The assault suit can fire missiles with the 'use' key. It is now possible for vehicles to fire two weapons.
>vehicles get a boost(formerly nitro) with the 'use' key, and can still shoot with 'sneak'.
29/11/16:
>added assault suit, geep, police car, and ambulance
>rockets and bullets are faster
>rockets have a smoke trail
>bullets are now a 3d model
>cars are slower in reverse
>Animation fixed for differrent vehicles
>added jumping/hovering
>merged object_fly and object_fly2
>bullet spawn height can be set
>fixed eye offset
4/11/16:
>added driving sound for cars
>added accelleration for cars
>vehicles require ammo for weapons
>planes can no longer fly backwards
>vehicles slow down in water
>fixed an error in the parachute
>vehicles explode when destroyed
>stairs dependancy is now optional
>vehicles can be removed and picked up if there is no driver
>fixed the jet flying away after exiting
>added crafting recipes and materials
changes thanks to Wuzzy:
>added setting vehicles_nodes = true/false
>added sound to basic nodes
>made tyres fall
>changed tunnel lights texture
26/10/16:
>fixed problem with animation in object_fly
25/10/16:
>added yellow lambogoni(thanks to Kosmos for the texture)
22/10/16:
>Missiles and bullets punch as if they are the player, so that mobs will chase after whoever shoots them
>missiles will point up or down depending on the direction they are moving.
5/10/16:
Vehicle owners can remove a vehicle by punching it, and the spawner will be dropped
License(textures and models): CC BY-SA 3.0 UNPORTED
depends:
default, tnt, stairs?, intilib?
download: https://github.com/D00Med/vehicles/archive/master.zip
Github: https://github.com/D00Med/vehicles
screenshot:
But I only see the old vehicles.
Spoiler
I hate my life
- Andrey01
- Member
- Posts: 2577
- Joined: Wed Oct 19, 2016 15:18
- GitHub: Andrey2470T
- In-game: Andrey01
- Location: Russia, Moscow
Re: [mod] Vehicles [vehicles]
"Todo" list means what the mod`s author has planned for the future. Not what adds the mod currently.Phoenixflo44 wrote:You wrote it trucks, buses...D00Med wrote:
This mod adds some very fast vehicles, with an api for adding more. Instead of using the keyboard to turn, the vehicles are controlled using the mouse. There are cars, planes, a boat, a tank, a firetruck, and a gun turret.
The cars can increase their speed for a bit if the sneak button is held(nitro), and the tank, jet and gun turret will fire their weapons when sneak is pressed. Also the ute's can carry passengers, and the fewawi (deliberate misspelling) turns on it's lights when right-clicked whilst sneaking, and the fire truck will fire water when sneak is pressed. There are also a few nodes for decoration, and a missile launcher.
There is also a parachute and wings, but these don't work very well at the moment.
Todo:
>Hovercraft and more boats
>wings
>Submarine
>Truck/Lorry
>Bus
>Passengers in all cars
>Add the old driving function to replace the simple driving
>Spaceships
>Police siren
>Mining/digging capability for vehicles
>Camaro
>Those tiberium things xD
>Better jump
>split the mod into a modpack
>Possibly redo the api so that velocity and acceleration are only applied on one line (idk how to word this, no seperate set_velocity/acceleration for each event).
If anyone has any requests or models they'd like to see in the mod, it would be greatly appreciated
I'm kinda busy lately, got enough on my plate for now.
Screenshot:Crafting:Spoiler
Spoiler
parachute:
grass, grass, grass
stick, X, stick,
X, wood, X
Ambulance:
X, X, X
car body, car body, white dye
wheel, engine, wheel
Geep:
X, X, X
X, engine, X
wheel, armor, wheel
Police car:
X, blue dye, red dye
X, car body, X
wheel, engine, wheel
Assault Suit:
tank gun, glass, armor
X, engine, X
armor, X, armor
Updates:License(code): LGPL 2.1+Spoiler
11/4/17:
>Improved steering and braking. Steering is better whilst the cars brakes are being used, and the difference between normal turning and turning whilst braking can be specified in a vehicles definiton.
>The boat has a boost effect similar to that of cars
>Pressing 'down' will now slow a vehicle to a stop before it moves backwards.
>fixed some bugs
24/3/17:
>added braking (used by cars)
>improved boost effect
>improved turning (it should be smoother)
8/3/17:
>added Tractor
>nodes destroyed by vehicles now drop items
>vehicles only play sound to their driver(apart from the ambulance)
6/2/17:
>changed tank model and added desert tank
>added fourd
>changed the way vehicles turn, they now turn a little more smoothly and aren't perfectly matched to the players looking direction
>added option for keyboard steering, but it is not used by the vehicles included in the mod.
4/2/17:
>added apache helicopter
>added crafting recipes for the helicopter and lightcycles
>added animation speed setting
>animation speed is relative to the speed of the vehicles
>attempted to improve the speed of the mod by moving some variables inside 'if' functions.
>visually, turning is a bit smoother (vehicle turning is divided into 4 yaw changes instead of 1)
3/2/17:
>added lightcycles
>added helicopter
>added death_node, place_node, and destroy_node options to the the api(see the readme file for more detail)
28/1/17:
by zaoqi:
>intilib support
>improvements to vehicle drop
26/1/17:
by zaoqi:
>Vehicles explode when they hit lava
>Functions are in the format vehicles.function_name, eg: vehicles.object_drive
>vehicles have gravity when they are not driven
>functions are now entirely in the api
by me:
>vehicles are now dropped if punched by the driver whilst they are being driven.
11/1/17:
>The built-in vehicles, items, and nodes can all be disabled(line 21)
>All vehicles except the parachute now use the same driving function. It's a lot easier to make new vehicles now.
>The assault suit can fire missiles with the 'use' key. It is now possible for vehicles to fire two weapons.
>vehicles get a boost(formerly nitro) with the 'use' key, and can still shoot with 'sneak'.
29/11/16:
>added assault suit, geep, police car, and ambulance
>rockets and bullets are faster
>rockets have a smoke trail
>bullets are now a 3d model
>cars are slower in reverse
>Animation fixed for differrent vehicles
>added jumping/hovering
>merged object_fly and object_fly2
>bullet spawn height can be set
>fixed eye offset
4/11/16:
>added driving sound for cars
>added accelleration for cars
>vehicles require ammo for weapons
>planes can no longer fly backwards
>vehicles slow down in water
>fixed an error in the parachute
>vehicles explode when destroyed
>stairs dependancy is now optional
>vehicles can be removed and picked up if there is no driver
>fixed the jet flying away after exiting
>added crafting recipes and materials
changes thanks to Wuzzy:
>added setting vehicles_nodes = true/false
>added sound to basic nodes
>made tyres fall
>changed tunnel lights texture
26/10/16:
>fixed problem with animation in object_fly
25/10/16:
>added yellow lambogoni(thanks to Kosmos for the texture)
22/10/16:
>Missiles and bullets punch as if they are the player, so that mobs will chase after whoever shoots them
>missiles will point up or down depending on the direction they are moving.
5/10/16:
Vehicle owners can remove a vehicle by punching it, and the spawner will be dropped
License(textures and models): CC BY-SA 3.0 UNPORTED
depends:
default, tnt, stairs?, intilib?
download: https://github.com/D00Med/vehicles/archive/master.zip
Github: https://github.com/D00Med/vehicles
screenshot:
But I only see the old vehicles.
- Phoenixflo44
- Member
- Posts: 639
- Joined: Fri Jul 28, 2017 15:01
- In-game: EvilPhoenix
- Location: Behind my PC, in Germany
Re: [mod] Vehicles [vehicles]
OhAndrey01 wrote:"Todo" list means what the mod`s author has planned for the future. Not what adds the mod currently.Phoenixflo44 wrote:You wrote it trucks, buses...D00Med wrote:
This mod adds some very fast vehicles, with an api for adding more. Instead of using the keyboard to turn, the vehicles are controlled using the mouse. There are cars, planes, a boat, a tank, a firetruck, and a gun turret.
The cars can increase their speed for a bit if the sneak button is held(nitro), and the tank, jet and gun turret will fire their weapons when sneak is pressed. Also the ute's can carry passengers, and the fewawi (deliberate misspelling) turns on it's lights when right-clicked whilst sneaking, and the fire truck will fire water when sneak is pressed. There are also a few nodes for decoration, and a missile launcher.
There is also a parachute and wings, but these don't work very well at the moment.
Todo:
>Hovercraft and more boats
>wings
>Submarine
>Truck/Lorry
>Bus
>Passengers in all cars
>Add the old driving function to replace the simple driving
>Spaceships
>Police siren
>Mining/digging capability for vehicles
>Camaro
>Those tiberium things xD
>Better jump
>split the mod into a modpack
>Possibly redo the api so that velocity and acceleration are only applied on one line (idk how to word this, no seperate set_velocity/acceleration for each event).
If anyone has any requests or models they'd like to see in the mod, it would be greatly appreciated
I'm kinda busy lately, got enough on my plate for now.
Screenshot:Crafting:Spoiler
Spoiler
parachute:
grass, grass, grass
stick, X, stick,
X, wood, X
Ambulance:
X, X, X
car body, car body, white dye
wheel, engine, wheel
Geep:
X, X, X
X, engine, X
wheel, armor, wheel
Police car:
X, blue dye, red dye
X, car body, X
wheel, engine, wheel
Assault Suit:
tank gun, glass, armor
X, engine, X
armor, X, armor
Updates:License(code): LGPL 2.1+Spoiler
11/4/17:
>Improved steering and braking. Steering is better whilst the cars brakes are being used, and the difference between normal turning and turning whilst braking can be specified in a vehicles definiton.
>The boat has a boost effect similar to that of cars
>Pressing 'down' will now slow a vehicle to a stop before it moves backwards.
>fixed some bugs
24/3/17:
>added braking (used by cars)
>improved boost effect
>improved turning (it should be smoother)
8/3/17:
>added Tractor
>nodes destroyed by vehicles now drop items
>vehicles only play sound to their driver(apart from the ambulance)
6/2/17:
>changed tank model and added desert tank
>added fourd
>changed the way vehicles turn, they now turn a little more smoothly and aren't perfectly matched to the players looking direction
>added option for keyboard steering, but it is not used by the vehicles included in the mod.
4/2/17:
>added apache helicopter
>added crafting recipes for the helicopter and lightcycles
>added animation speed setting
>animation speed is relative to the speed of the vehicles
>attempted to improve the speed of the mod by moving some variables inside 'if' functions.
>visually, turning is a bit smoother (vehicle turning is divided into 4 yaw changes instead of 1)
3/2/17:
>added lightcycles
>added helicopter
>added death_node, place_node, and destroy_node options to the the api(see the readme file for more detail)
28/1/17:
by zaoqi:
>intilib support
>improvements to vehicle drop
26/1/17:
by zaoqi:
>Vehicles explode when they hit lava
>Functions are in the format vehicles.function_name, eg: vehicles.object_drive
>vehicles have gravity when they are not driven
>functions are now entirely in the api
by me:
>vehicles are now dropped if punched by the driver whilst they are being driven.
11/1/17:
>The built-in vehicles, items, and nodes can all be disabled(line 21)
>All vehicles except the parachute now use the same driving function. It's a lot easier to make new vehicles now.
>The assault suit can fire missiles with the 'use' key. It is now possible for vehicles to fire two weapons.
>vehicles get a boost(formerly nitro) with the 'use' key, and can still shoot with 'sneak'.
29/11/16:
>added assault suit, geep, police car, and ambulance
>rockets and bullets are faster
>rockets have a smoke trail
>bullets are now a 3d model
>cars are slower in reverse
>Animation fixed for differrent vehicles
>added jumping/hovering
>merged object_fly and object_fly2
>bullet spawn height can be set
>fixed eye offset
4/11/16:
>added driving sound for cars
>added accelleration for cars
>vehicles require ammo for weapons
>planes can no longer fly backwards
>vehicles slow down in water
>fixed an error in the parachute
>vehicles explode when destroyed
>stairs dependancy is now optional
>vehicles can be removed and picked up if there is no driver
>fixed the jet flying away after exiting
>added crafting recipes and materials
changes thanks to Wuzzy:
>added setting vehicles_nodes = true/false
>added sound to basic nodes
>made tyres fall
>changed tunnel lights texture
26/10/16:
>fixed problem with animation in object_fly
25/10/16:
>added yellow lambogoni(thanks to Kosmos for the texture)
22/10/16:
>Missiles and bullets punch as if they are the player, so that mobs will chase after whoever shoots them
>missiles will point up or down depending on the direction they are moving.
5/10/16:
Vehicle owners can remove a vehicle by punching it, and the spawner will be dropped
License(textures and models): CC BY-SA 3.0 UNPORTED
depends:
default, tnt, stairs?, intilib?
download: https://github.com/D00Med/vehicles/archive/master.zip
Github: https://github.com/D00Med/vehicles
screenshot:
But I only see the old vehicles.
I didn't know
Spoiler
I hate my life
- azekill_DIABLO
- Member
- Posts: 7507
- Joined: Wed Oct 29, 2014 20:05
- GitHub: azekillDIABLO
- In-game: azekill_DIABLO
- Location: OMICRON
- Contact:
Re: [mod] Vehicles [vehicles]
Guys just stop quoting that immensly long post!
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!
- D00Med
- Member
- Posts: 949
- Joined: Sat Feb 07, 2015 22:49
- GitHub: D00Med
- Location: Australia...somewhere
Re: [mod] Vehicles [vehicles]
I was about to say xD
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
- AccidentallyRhine
- Member
- Posts: 252
- Joined: Sun Aug 02, 2015 05:43
Re: [mod] Vehicles [vehicles]
From a game design standpoint, being able to break down a car back into a carryable item encourages players to keep their cars in their pockets which, let's be honest, is a bit broken and a balancing issue. I think that once a vehicle is placed it should remain an entity.
Also, now that the nifty skeleton key has been pulled into default, maybe this would be a good starting point for building out a locking functionality?
Also, now that the nifty skeleton key has been pulled into default, maybe this would be a good starting point for building out a locking functionality?
- Andrey01
- Member
- Posts: 2577
- Joined: Wed Oct 19, 2016 15:18
- GitHub: Andrey2470T
- In-game: Andrey01
- Location: Russia, Moscow
Re: [mod] Vehicles [vehicles]
If no quoting, then how to define who do we reply in the post to?azekill_DIABLO wrote:Guys just stop quoting that immensly long post!
- azekill_DIABLO
- Member
- Posts: 7507
- Joined: Wed Oct 29, 2014 20:05
- GitHub: azekillDIABLO
- In-game: azekill_DIABLO
- Location: OMICRON
- Contact:
Re: [mod] Vehicles [vehicles]
Quote it but do like i did!Andrey01 wrote:Spoiler
If no quoting, then how to define who do we reply in the post to?azekill_DIABLO wrote:Guys just stop quoting that immensly long post!
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!
- Andrey01
- Member
- Posts: 2577
- Joined: Wed Oct 19, 2016 15:18
- GitHub: Andrey2470T
- In-game: Andrey01
- Location: Russia, Moscow
Re: [mod] Vehicles [vehicles]
If the post is really very big then probably you`re right. Else we don`t need to write posts in these "spoilers" if the post is small indeedly.azekill_DIABLO wrote:Quote it but do like i did!Andrey01 wrote:Spoiler
If no quoting, then how to define who do we reply in the post to?azekill_DIABLO wrote:Guys just stop quoting that immensly long post!
- D00Med
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Re: [mod] Vehicles [vehicles]
That is true, but I think it's good to be able to move a car if it gets stuck.AccidentallyRhine wrote:From a game design standpoint, being able to break down a car back into a carryable item encourages players to keep their cars in their pockets which, let's be honest, is a bit broken and a balancing issue. I think that once a vehicle is placed it should remain an entity.
Also, now that the nifty skeleton key has been pulled into default, maybe this would be a good starting point for building out a locking functionality?
And that's a good idea!, thanks.
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- Cross_over
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Re: [mod] Vehicles [vehicles]
it's possible to set which vehicles appear ingame?
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Re: [mod] Vehicles [vehicles]
Not without commenting out the various register_entity/register_crafts. Which is the issue I was addressing here.
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Re: [mod] Vehicles [vehicles]
Not going to happen.
What I might do though, is put each vehicle into a different lua file. then it will be really easy to comment out or delete the vehicles you don't want.
What I might do though, is put each vehicle into a different lua file. then it will be really easy to comment out or delete the vehicles you don't want.
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- christoferlevich
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Re: [mod] Vehicles [vehicles]
So we love this mod on our server but we have an issue. Whenever we are all on and playing (this class is 27 kids), they can get into cars, drive them, and get out, but they can't pick them up and put them in their inventory. Normally, left shift click does the trick, but not when we are loaded.
Is this a memory issue? Maybe its got something to do with permissions I am missing?
Not sure. Hoping someone else may have had and solved this issue already.
Is this a memory issue? Maybe its got something to do with permissions I am missing?
Not sure. Hoping someone else may have had and solved this issue already.
everything can be a learning experience...
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