[Mod] Hatches [hatches] (missing license)
[Mod] Hatches [hatches] (missing license)
Hello everyone.
Not much to be said, the title is pretty much self explanatory: I implemented hatches as a LUA mod.
When it's open, a trapdoor is climbable, and you can't go through it when it's closed (the upcoming version of minetest will allow me not to use the whole node as boundary box).
Sorry for the poor textures, feel free to make your own (I'm a terrible artist, although I felt like I had to release that mod with at least one texture).
Download
Not much to be said, the title is pretty much self explanatory: I implemented hatches as a LUA mod.
When it's open, a trapdoor is climbable, and you can't go through it when it's closed (the upcoming version of minetest will allow me not to use the whole node as boundary box).
Sorry for the poor textures, feel free to make your own (I'm a terrible artist, although I felt like I had to release that mod with at least one texture).
Download
Last edited by ironzorg on Thu Dec 22, 2011 10:47, edited 1 time in total.
- MrThebuilder3
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yes Fair play it will be good
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Indeed, I'll look into it.sapier wrote:Great mod! Thanks!
There's a small bug in it, when digging a placed hatch there seem to be two different types of hatch.
At least I've gotten two stacks that havent been combinable.
EDIT: It's fixed, I uploaded the new version of the mod.
What's changed:
- Fixed the boundary detection bug when placed an open hatch
- Fixed the compatibilty issue when harvesting an open/closed hatch
- Enhanced the boundary box of the closed hatch
Last edited by ironzorg on Thu Dec 22, 2011 10:46, edited 1 time in total.
- jordan4ibanez
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Absolutely.Jeija wrote:Nice mod! May I use it for my mesecon mod, so that hatches can be controlled by mesecons?
In fact this is due to a limitation of minetest's engine, actually I can't set the boundary box to be exactly the outline of the hatch.hurufu wrote:Great!
Could you put the texture to the upper side of block? So when you are walking on it, there were no empty space between you and visible texture.
We have to wait for the next release (with the stairs code if I'm not mistaken) so that I can be able to fix that. Also hence the climbable attribute.
If it was climbable when open, you would be able to go through it. Moreover, it's climbable when it's open because of that boundary box problem (it makes much more sense).Calinou wrote:Small request: When hatch is open, it has no collision (not walkable). When closed, it is climbable. It feels much better IMO
I've changed it to work with the newest version of MineTest:
This is based off of Jeija's modification allowing mesecons to control hatches.
Code: Select all
-- Local constants
-- This _has_ to be set to 2
local HATCH_OPENED = 2
-- This has to be != from HATCH_OPENED and is coded on 4 bits
local HATCH_CLOSED = 1
-- Local Functions
local on_hatch_punched = function(pos, node, puncher)
if (node.name ~= 'hatches:hatch_closed')
and (node.name ~= 'hatches:hatch_opened') then
return
end
local state = node.param2
-- Switch the hatch state when hit
if state == HATCH_OPENED then
node.name = 'hatches:hatch_closed'
node.param2 = HATCH_CLOSED
elseif state == HATCH_CLOSED then
node.name = 'hatches:hatch_opened'
node.param2 = HATCH_OPENED
else
print('Uninitialized node: ' .. state)
end
minetest.env:add_node(pos, {
name = node.name,
param2 = node.param2,
})
end
local on_hatch_placed = function(pos, node, placer)
if node.name ~= 'hatches:hatch_opened' then
return
end
minetest.env:add_node(pos, {
name = node.name,
param2 = HATCH_OPENED,
})
end
-- Nodes
-- As long as param2 is set to 1 for open hatches, it doesn't matter to
-- use drawtype = 'signlike'
minetest.register_node('hatches:hatch_opened', {
drawtype = 'signlike',
tile_images = {'hatch.png'},
inventory_image = 'hatch.png',
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "wallmounted",
legacy_wallmounted = true,
walkable = false,
climbable = true,
selection_box = {
type = "wallmounted",
},
material = minetest.digprop_constanttime(1.0),
drop = 'hatches:hatch_closed',
})
minetest.register_node('hatches:hatch_closed', {
description = "Hatch",
drawtype = 'raillike',
tile_images = {'hatch.png'},
inventory_image = 'hatch.png',
wield_image = "hatch.png",
paramtype = 'light',
walkable = true,
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, -2/5, 1/2},
},
material = minetest.digprop_constanttime(1.0),
})
-- Crafts
minetest.register_craft({
output = '"hatches:hatch_closed" 2',
recipe = {
{'"default:wood" 1', '"default:wood" 1', '"default:wood" 1'},
{'"default:wood" 1', '"default:wood" 1', '"default:wood" 1'},
},
})
-- Change the hatch state
minetest.register_on_punchnode(on_hatch_punched)
-- Reset param2 for open hatches
minetest.register_on_placenode(on_hatch_placed)
-- Mesecon Stuff:
mesecon:register_on_signal_on(on_hatch_punched)
mesecon:register_on_signal_off(on_hatch_punched)
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
They can be dug in exactly 1 second, with any tool.cisoun wrote:Just a question: how can I remove then?
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
- cisoun
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I just noticed that. \o/
Another bug: the hatch doesn't rotate like in the first picture. It just goes up and down. Is that normal?
Another bug: the hatch doesn't rotate like in the first picture. It just goes up and down. Is that normal?
Not here for a while due to some troubles between my graphic card and Minetest.
Cisoun's Texture Pack | The Conifers Mod (deprecated) | Faenza icons for Minetest |
Website
Cisoun's Texture Pack | The Conifers Mod (deprecated) | Faenza icons for Minetest |
Website
Well with the way it is now hatches always open to the positive X axis, I'm not sure how to store the orientation properly in the node after the hatch is closed.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
@cisoun: I may have misunderstood you at first... I had the same issue, but fixed it in my version, which you can find posted above. It requires MineTest 20120122 at minimum. I've tested my version, it fixes the issue.neko259 wrote:++cisoun wrote:I just noticed that. \o/
Another bug: the hatch doesn't rotate like in the first picture. It just goes up and down. Is that normal?
And if I try to dig it (and it's really hard), I can get opened hatch instead of normal (they don't stack together).
@neko259: The opened hatch issue is also fixed in my version, but as I mentioned, it requires the latest version.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
@neko259: Certainly.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
-
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evildrummer wrote:Can you make a Zip version?
Temperest wrote:@neko259: Certainly.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
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