[Mod] Nuke Mod [2.2] [nuke]

R-One
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Re: [Mod] Nuke Mod [2.1] [nuke]

by R-One » Fri Jul 06, 2018 08:27

sfan5 wrote:Here's a quite basic design:


thanks for taking the time to answer Sfan5
 

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Re: [Mod] Nuke Mod [2.1] [nuke]

by R-One » Fri Jul 06, 2018 11:40

I took the principle to make a vertical cannon ... so fun !

I have a question: when we go beyond a large distance the entities are no longer updated ... this is relative to the position of the player or the mapchunk (or other things)?

Edit :

obviously it's relative to the block (MapBlock) in Minetest, is a collection of 16x16x16 nodes.

now is there a way to force the abm of a node even if it comes out of the MapBlock ?

# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
# In active blocks objects are loaded and ABMs run.
# type: int
# active_block_range = 3

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Re: [Mod] Nuke Mod [2.1] [nuke]

by csirolli » Sat Jul 07, 2018 12:12

R-One wrote:I took the principle to make a vertical cannon ... so fun !

I have a question: when we go beyond a large distance the entities are no longer updated ... this is relative to the position of the player or the mapchunk (or other things)?

Edit :

obviously it's relative to the block (MapBlock) in Minetest, is a collection of 16x16x16 nodes.

now is there a way to force the abm of a node even if it comes out of the MapBlock ?

# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
# In active blocks objects are loaded and ABMs run.
# type: int
# active_block_range = 3

Image

I looked at the code and, unless I missed something, it doesn't use ABMs at all.
Jesus is the only Way to heaven, the only saving Truth, and the only Life that is worth living.
 

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Re: [Mod] Nuke Mod [2.1] [nuke]

by Stix » Sat Jul 07, 2018 12:54

Does this change the physics of default_tnt as well?
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

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Re: [Mod] Nuke Mod [2.1] [nuke]

by R-One » Sat Jul 07, 2018 13:17

Stix wrote:Does this change the physics of default_tnt as well?


No, it does not affect the minetest game tnt
 

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Re: [Mod] Nuke Mod [2.1] [nuke]

by Stix » Sat Jul 07, 2018 13:24

R-One wrote:
Stix wrote:Does this change the physics of default_tnt as well?


No, it does not affect the minetest game tnt

Awww ;(
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

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sfan5
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Re: [Mod] Nuke Mod [2.2] [nuke]

by sfan5 » Thu Aug 29, 2019 12:23

Update

Version 2.2 has been released and can be downloaded in the original post; Changelog:
  • Replaced sounds with properly licensed alternatives (from Wuzzy's mcl_tnt)
  • Added support for player knockback
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

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Re: [Mod] Nuke Mod [2.2] [nuke]

by Drift11 » Fri Sep 20, 2019 15:18

explosion!

i made a gigantic cave with this thing damn, i just created an area on one of my maps as a "nuke test site"
 

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Re: [Mod] Nuke Mod [2.2] [nuke]

by DoyleChris » Fri Sep 20, 2019 18:17

Is there a way to leave items behind like in regular tnt.
 

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