[mod] Vehicles [vehicles]

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Desour
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Re: [mod] Vehicles [vehicles]

by Desour » Post

see the missile from the jet as own vehicle, you can get on it
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D00Med
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Re: [mod] Vehicles [vehicles]

by D00Med » Post

I don't really understand what you're saying.
Only the missiles fired with the remote control can be ridden.
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Re: [mod] Vehicles [vehicles]

by Desour » Post

in init.lua line 30
also, i tested it in game, the missiles by the jet can be ridden
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Re: [mod] Vehicles [vehicles]

by D00Med » Post

Yes, they only look like those the jet fires though, the ones used by the jet and tank have no collision-boxes, and also no attach function(line 90). The other missile is just for fun. If you launch it with the rc, you can control where it goes by looking around.
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Re: [mod] Vehicles [vehicles]

by XtremeHacker » Post

Fianlly, a vehicle mod that doesn't just add cars, or boats, I want stuff like construction trucks, tractors, etc, and this is editable to those of you who have your own idea(s) on what should(n't) be in this mod.
If you say that

Code: Select all

function.name_of_thing_to_do
is impossible, then you didn't try hard enough. :P

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D00Med
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Re: [mod] Vehicles [vehicles]

by D00Med » Post

construction trucks? O.o for digging?
I'm going to try that.
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Re: [mod] Vehicles [vehicles]

by AccidentallyRhine » Post

So last wrinkles:
- Right now, acceleration feels linear. It seems to behave like this:
Image
when it should probably really behave more like this:
Image
- Driver nametag sent to coordinate 0,0,0 ... probably intentional. Only multiplayer affected
- Some vehicles have "health", making breakdown to item difficult. This make sense for the tank though.

Feature ideas:
- Inflicting damage on pedestrian collisions.
- Vehicle ownership. Person who places the vehicle should own it, would be very helpful for servers.
- Passengers (Perhaps they can ride along as metadata?)
- Consumable fuel. This could give incentive to not use vehicles as simply a fast-walk-everywhere-mode.

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Re: [mod] Vehicles [vehicles]

by D00Med » Post

Image
^my maths skills aren't particularly great, but this is what the acceleration should look like.
I have no idea what is causing the nametag thing.
The health should only work whilst they are being driven, otherwise they should just drop a spawner.
the utes can carry passengers.
Thanks for the ideas!
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AccidentallyRhine
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Re: [mod] Vehicles [vehicles]

by AccidentallyRhine » Post

Okay I didn't know the Ute already had a passanger example. I know I'm probably being really overbearing here but I really like your mod and just want help polish it.

I've made an adjustment that makes cars feel more natural and also provides a GTA/Saint's Row style orbit cam effect i.e. cars only turn when there is input on the throttle:

Code: Select all

local yaw = entity.driver:get_look_yaw();
		if ctrl.up or ctrl.down then
			entity.object:setyaw(yaw+math.pi+math.pi/2)
		end
Of course, planes would not need or ctrl.down.

EDIT: Oh, so that's why they seem to start off so slow... an acceleration graph for an actual Lamborghini is shaped like this:
Image

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Re: [mod] Vehicles [vehicles]

by D00Med » Post

That's a really nice suggestion. I've been trying to come up with a better way to make the vehicles turn, so I'll add that when I'm finished. Ok thanks, I'll try and fix that.

Edit: try it now, using one of the cars.
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Re: [mod] Vehicles [vehicles]

by AccidentallyRhine » Post

Better, maybe placebo. I do realize that it does allow one to drive slowly by tapping 'W'.

Going over the code, I found that nodes registered through vehicles.register_simplenode function have no sound because "sounds = " is missing in front of "default.node_sound_dirt_defaults()".

Also, I tried my hand at a disembarking effect in the form of a lock chirp: https://youtu.be/zB0gNADNkSY

Code: Select all

		if self.driver and clicker == self.driver then
		object_detach(self, clicker, {x=1, y=0, z=1})
		minetest.sound_play("lock_vehicle",
		{gain = 4, max_hear_distance = 3, loop = false})
Using converted "car lock.mp3" by hawabaz, freesound.org

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Re: [mod] Vehicles [vehicles]

by D00Med » Post

Nice! I'll add that when I figure out how to lock them :D
I fixed the sound problem.
I tried your suggestion for turning the vehicles, but I noticed that if you look backwards and then start driving, the vehicle suddenly faces the same way. What I think I'll do is make the vehicles follow the players looking direction rather than copy it.
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Re: [mod] Vehicles [vehicles]

by Diamond knight » Post

the current explosion is not what i meant, but is is kind of cool

i meant if you hit a block too hard (right now you can drive a car into a steel wall at max speed and the car is ok)

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Re: [mod] Vehicles [vehicles]

by D00Med » Post

Yeah that would be messy.
I'd have to make a new collision detection system, but the more code there is for each vehicle, the more lag there will be.
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Re: [mod] Vehicles [vehicles]

by GreenXenith » Post

That's great!
Last edited by GreenXenith on Fri Jun 12, 2020 19:12, edited 1 time in total.
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Re: [mod] Vehicles [vehicles]

by GreenXenith » Post

So I know you said that the parachute and the wings were unstable, but i still have bugs to report.
Parachute: works fine, until i hit the ground. If i look forward, i can just keep on going....and if I get rid of it, i disappear.
The wings: The model is under the player.....and if i keep placing them while flying, this happens...
Image
Also, if i get off the original, the others keep going and act as if im still on them (when i turn they turn).
Image
Other than that, great mod! +10
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D00Med
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Re: [mod] Vehicles [vehicles]

by D00Med » Post

The parachutes are meant to be removed on impact, but I know what you mean, sometimes it doesn't work.
Those wings, are very very very frustrating...
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Re: [mod] Vehicles [vehicles]

by Lejo » Post

Can i install the mod but don't use mobs?
Is there a way to disable mob spawning?

Lejo

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Re: [mod] Vehicles [vehicles]

by Desour » Post

what mobs?!
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Re: [mod] Vehicles [vehicles]

by D00Med » Post

Yes it works without mobs. I might be removing the mobs dependancy next time I update, since I'm improving the animation. I'm also adding jumping and hovering

edit: Should flying vehicles accelerate the same way that vehicles do?
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Re: [mod] Vehicles [vehicles]

by D00Med » Post

O.o this mod needs motorbikes. But thankyou, now I know what to do with the jet
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Re: [mod] Vehicles [vehicles]

by Lejo » Post

DS-minetest wrote:what mobs?!
Mobs Redo

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Re: [mod] Vehicles [vehicles]

by Desour » Post

DS-minetest wrote:what mobs?!
i just didnt see the mob dependence
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Re: [mod] Vehicles [vehicles]

by Andrey01 » Post

Hello, DOOMed, have you made new version of mod?You promised what you will add ambulance, fire car, police and other vehicles from my list above

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