[abandoned mod] Fun Guns (Yet Another Gun...) [fun_guns]

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duane
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[abandoned mod] Fun Guns (Yet Another Gun...) [fun_guns]

by duane » Mon Jan 23, 2017 11:59

Note: I'm no longer working on this mod.

Fun_Guns is a very experimental mod that adds a flintlock pistol, which you can shoot mobs with. You actually have to reload the pistol between shots (on the craft screen), so the wise man carries several loaded pistols, to fire in rapid succession.

Screenshot
+ Spoiler


Recipes
+ Spoiler


This is a work in progress.

The source is available on github.

Code: LGPL2
Textures: CC0
Sounds: CC0

Mod dependencies: default, tnt, inspire?

Download: https://github.com/duane-r/fun_guns/archive/master.zip
Last edited by duane on Sun May 27, 2018 23:43, edited 2 times in total.
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Re: [Mod] Fun Guns (Yet Another Gun...) [fun_guns]

by duane » Mon Jan 23, 2017 12:00

Problems:

- No idea if it will shoot people.
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Re: [Mod] Fun Guns (Yet Another Gun...) [fun_guns]

by Lone_Wolf » Sun Apr 16, 2017 16:03

azekill_DIABLO wrote:hey it looks great! why no one replied?

None are registered maybe?
Can you change the gold balls to iron/steel balls?
 

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Re: [Mod] Fun Guns (Yet Another Gun...) [fun_guns]

by xeranas » Mon Apr 17, 2017 09:12

Never see such check "_is_a_mob" is it on new build? It does seems that this part was newer triggered and thus I was unable to damage mobs.

I did check locally and at least for my case issue is around "obj:punch" checks. Mod fort spikes also damaging entities by punching them works for players and mobs. However I do not use _is_a_mob flag check.
 

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Re: [Mod] Fun Guns (Yet Another Gun...) [fun_guns]

by Lone_Wolf » Mon Apr 17, 2017 17:55

azekill_DIABLO wrote:no, i don't even think it damages anything...

Oh lol.
@duane you up to fixing that?
 

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Re: [Mod] Fun Guns (Yet Another Gun...) [fun_guns]

by duane » Tue Apr 18, 2017 00:10

I added a switch to support mobs redo, which is enabled by default. However, since there's no way to tell if a mobs redo entity is actually a mob, you might run into issues with the gun destroying other entities, nodes, etc.
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Re: [Mod] Fun Guns (Yet Another Gun...) [fun_guns]

by Lone_Wolf » Tue Apr 18, 2017 00:47

duane wrote:I added a switch to support mobs redo, which is enabled by default. However, since there's no way to tell if a mobs redo entity is actually a mob, you might run into issues with the gun destroying other entities, nodes, etc.

the nodes being things like 'HoneyBlock'?
 

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Re: [Mod] Fun Guns (Yet Another Gun...) [fun_guns]

by Lone_Wolf » Tue Apr 18, 2017 00:50

duane wrote:I added a switch to support mobs redo, which is enabled by default. However, since there's no way to tell if a mobs redo entity is actually a mob, you might run into issues with the gun destroying other entities, nodes, etc.

I'll do testing, will give report...
 


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