[Mod] Night Vision Goggles! See Day In The Dark! [4.1] [night_vision]
[Mod] Night Vision Goggles! See Day In The Dark! [4.1] [night_vision]
Happy New Year Everyone!! Best wishes for 2013!! This adds Night Vision Goggles as requested by Josh! This will be my last mod! This is also a revamped and improved version of Echo's Walking Light! I need better crafting recipes, will accept better ones!
BE A SAM FISHER FROM SPLINTER CELL WITH THESE AWESOME NIGHT VISION GOGGLES!
Features:
-No more torches!
-You can see in the dark using these awesome Night Vision Goggles!
-Now you don't need to hold it just have it in your first 8 slots to make light(Thanks to RealBadAngel)! Also light increased!
Crafting:
SUGGEST BETTER RECIPES!
4.1:
4.0:
3.0 and lower:
Omploader:
Download 1.0.zip Initial Release
Download 2.0.zip No need to hold Night Vision Goggles(Thanks to RealBadAngel)! Also light increased!
Download 3.0.zip NO MORE FLYING COBBLE AND GLITCHES! I registered a new node with an invisible texture...Also changed name to "night_vision"! Less buggy code!
Download 4.0.zip New texture(more like Sam Fisher's thanks to Josh)! Light increased! Power decreased! New crafting! Smaller file size(4KB).
Download 4.1.zip New crafting!
Code: WTFPL
Textures: WTFPL
NOTE: Currently it is using code from Echo's Walking Light Mod. I am making my own code right now instead of using his.
Screenshots:
4.0 and higher:
3.0 and lower:
Before
After
Last edited by Aqua on Sun Mar 03, 2013 07:57, edited 1 time in total.
Hi there ^.~
No why your last mod and that texture looks like a butterfly
Great mod btw
Great mod btw
Last edited by Chinchow on Tue Jan 01, 2013 00:46, edited 1 time in total.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
Oh well be sure to come back
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
- cornellius
- Member
- Posts: 82
- Joined: Sat Dec 01, 2012 05:08
- Location: South East Asian
Sorry To Say This Maybe Night Vision Goggles need more light when used thank you
one more when we use it maybe it we can see heat signature
one more when we use it maybe it we can see heat signature
Last edited by cornellius on Tue Jan 01, 2013 02:08, edited 1 time in total.
All Humans Need Is Forgiveness, God Is The First One Who Forgive All Humans So Humans Must Forgive Other Humans
uhmm, i don't want to seem to be rude but something like this has been done before, hasn't it?
http://minetest.net/forum/viewtopic.php?id=2621
http://minetest.net/forum/viewtopic.php?id=2621
It would be cool if we didn't need to hold the goggles so we can do other things
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
But there are no similarities in the code... Wait, what??Mito551 wrote:uhmm, i don't want to seem to be rude but something like this has been done before, hasn't it?
http://minetest.net/forum/viewtopic.php?id=2621
Walking light:
Code: Select all
if wielded_item ~= "default:torch" and wielded_item ~= "walking_light:pick_mese" then
-- Neuberechnung des Lichts erzwingen
minetest.env:add_node(rounded_pos,{type="node",name="default:cobble"})
minetest.env:add_node(rounded_pos,{type="node",name="air"})
end
Code: Select all
if wielded_item ~= "night_goggles:night_vision_goggles" then
minetest.env:add_node(rounded_pos,{type="node",name="default:cobble"})
minetest.env:add_node(rounded_pos,{type="node",name="air"})
end
Code: Select all
player_positions[player_name]["x"] = rounded_pos.x;
player_positions[player_name]["y"] = rounded_pos.y;
player_positions[player_name]["z"] = rounded_pos.z;
Code: Select all
minetest.env:add_node(old_pos,{type="node",name="default:cobble"})
minetest.env:add_node(old_pos,{type="node",name="air"})
Basically the whole code is copied,
I know, walking light's license is WTFPL and you are allowed copy it, but you should give credit, that's good manner. I'm sure you can do better than just stealing other people's work.
Yes I know, but that was being buried in the forums(on page 6 of mod releases) so I wanted to remake it and improve on it(revamp)!Mito551 wrote:uhmm, i don't want to seem to be rude but something like this has been done before, hasn't it?
http://minetest.net/forum/viewtopic.php?id=2621
Hi there ^.~
Your right Jeija, I'm starting this from scratch and writing my own code. I was just trying to revive Echo's Walking Light in a different way.Jeija wrote:(...)
Last edited by Aqua on Tue Jan 01, 2013 09:12, edited 1 time in total.
Hi there ^.~
Where do I put this?RealBadAngel wrote:local hotbar=inv:get_list("main")Chinchow wrote:It would be cool if we didn't need to hold the goggles so we can do other things
for index=1,8,1 do
if hotbar[index]:get_name() ==
just use this to check if item is put on the hotbar (first 8 inventory slots). Then it hasnt to be wielded.
Hi there ^.~
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
make a function like this:Aqua wrote:Where do I put this?RealBadAngel wrote:local hotbar=inv:get_list("main")Chinchow wrote:It would be cool if we didn't need to hold the goggles so we can do other things
for index=1,8,1 do
if hotbar[index]:get_name() ==
just use this to check if item is put on the hotbar (first 8 inventory slots). Then it hasnt to be wielded.
function check_for_googles (player)
if player==nil then return false end
local inv = player:get_inventory()
local hotbar=inv:get_list("main")
for index=1,8,1 do
if hotbar[index]:get_name() == "night_goggles:night_vision_goggles" then
return "night_goggles:night_vision_goggles"
end
end
return false
end
and replace:
local wielded_item = player:get_wielded_item():get_name()
with:
local wielded_item = check_for_googles(player)
Last edited by RealBadAngel on Tue Jan 01, 2013 11:35, edited 1 time in total.
Works great! Thank you!
Last edited by Aqua on Tue Jan 01, 2013 11:46, edited 1 time in total.
Hi there ^.~
Cool I'll try to make the textures more like Sam's..!Josh wrote:Yes!!!!!!!!!!!!!!!! Now i can be Sam Fisher +30
I see you took a look at my idea!
Version 2.0 released!
New features:
-No need to hold just have it in your first 8 slots!(Thanks to RealBadAngel)!
-Light increased!
Last edited by Aqua on Tue Jan 01, 2013 11:57, edited 1 time in total.
Hi there ^.~
@Jeija I am writing my own code...
But I have a question:
Can abm be used with a craftitem? If not is it possible to make it so?
EDIT: dig_node and remove_node don't work..
But I have a question:
Can abm be used with a craftitem? If not is it possible to make it so?
EDIT: dig_node and remove_node don't work..
Last edited by Aqua on Wed Jan 02, 2013 08:53, edited 1 time in total.
Hi there ^.~
Nice Idea!cornellius wrote:Sorry To Say This Maybe Night Vision Goggles need more light when used thank you
one more when we use it maybe it we can see heat signature
Version 3 Released:
-NO MORE FLYING COBBLE AND GLITCHES!! I registered a new node with an invisible texture!!
-Less buggy and faster code!
Hi there ^.~
- nomohakon
- Member
- Posts: 219
- Joined: Fri Aug 10, 2012 16:34
- IRC: nomohakon
- In-game: nomohakon
- Location: VanessaE's servers
Night vision enhances all light it catches, so this is more like cheap key-light.
"To learn who rules over you, simply find out who you are not allowed to criticize." - Voltaire
"Knowledge, like air, is vital to life. Like air, no one should be denied it." - Alan Moore, V for Vendetta
- - -
"To never die... and to conquer all, that is winning." ―Illyria
"Knowledge, like air, is vital to life. Like air, no one should be denied it." - Alan Moore, V for Vendetta
- - -
"To never die... and to conquer all, that is winning." ―Illyria
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