thanks for taking the time to answer Sfan5sfan5 wrote:Here's a quite basic design:
[Mod] Nuke Mod [2.2] [nuke]
Re: [Mod] Nuke Mod [2.1] [nuke]
Re: [Mod] Nuke Mod [2.1] [nuke]
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I have a question: when we go beyond a large distance the entities are no longer updated ...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
I have a question: when we go beyond a large distance the entities are no longer updated ...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]
I looked at the code and, unless I missed something, it doesn't use ABMs at all.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I have a question: when we go beyond a large distance the entities are no longer updated ...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
Re: [Mod] Nuke Mod [2.1] [nuke]
Does this change the physics of default_tnt as well?
Hey, what can i say? I'm the bad guy.
Re: [Mod] Nuke Mod [2.1] [nuke]
No, it does not affect the minetest game tntStix wrote:Does this change the physics of default_tnt as well?
Re: [Mod] Nuke Mod [2.1] [nuke]
Awww ;(R-One wrote:No, it does not affect the minetest game tntStix wrote:Does this change the physics of default_tnt as well?
Hey, what can i say? I'm the bad guy.
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Re: [Mod] Nuke Mod [2.2] [nuke]
Update
Version 2.2 has been released and can be downloaded in the original post; Changelog:
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
Re: [Mod] Nuke Mod [2.2] [nuke]
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"
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]
Is there a way to leave items behind like in regular tnt.
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