bbmario wrote:How can we customize the weapon models?
git clone https://github.com/kaeza/mt-firearms.git
cd mt-firearms
git checkout -b meshwield
git pull origin meshwield
kaeza wrote:Q: This mod sucks!
A: That is not a question.
Q: <div>How do you piss a web developer?</span>
A: "like this
philipbenr wrote:@Kaeza: does this hurt mobs? I kinda don't want to search for the answer (too tired)
the_rouge_pilot wrote:I have a couple of suggestions, and a question.
- Iron sights for guns. I.E. If I right click with something other than a sniper, I'm now aiming down a set of iron sights.
- A Revolver with more damage than the pistol, but lower accuracy and capacity.
- Grenades that damage people, but not land. They should be thrown as items with a 5 second fuse, and be able to be thrown back.
Also, is there a way to give a gun infinite ammunition in the magazine?
LazerRay wrote:Ran into two minor bugs with this mod, the NVG overlay is too bright (even in dark places) making it extremely difficult to see, and the pistol doesn't always fire when used (the other guns work every time).
fhatking wrote:your mod is not working!! -_-
Soudon wrote:Actually it was working the recipes I was using were for another mod even though they were supposed to be for this one. I found another list and those work just fine.
[pureluaentity] Loading DB...
[pureluaentity] Loading DB...
2015-07-14 05:28:14: ERROR[main]: ========== ERROR FROM LUA ===========
2015-07-14 05:28:14: ERROR[main]: Failed to load and run script from
2015-07-14 05:28:14: ERROR[main]: /home/ruben/minetest/bin/../mods/mt-firearms/firearmslib/init.lua:
2015-07-14 05:28:14: ERROR[main]: bad argument #2 to '?' (string expected, got function)
2015-07-14 05:28:14: ERROR[main]: stack traceback:
2015-07-14 05:28:14: ERROR[main]: [C]: ?
2015-07-14 05:28:14: ERROR[main]: [C]: in function 'open'
2015-07-14 05:28:14: ERROR[main]: ...in/../mods/mt-firearms/firearmslib/pureluaentity.lua:149: in function 'load'
2015-07-14 05:28:14: ERROR[main]: ...in/../mods/mt-firearms/firearmslib/pureluaentity.lua:190: in main chunk
2015-07-14 05:28:14: ERROR[main]: [C]: in function 'dofile'
2015-07-14 05:28:14: ERROR[main]: ...inetest/bin/../mods/mt-firearms/firearmslib/init.lua:21: in main chunk
2015-07-14 05:28:14: ERROR[main]: ======= END OF ERROR FROM LUA ========
2015-07-14 05:28:14: ERROR[main]: Server: Failed to load and run /home/ruben/minetest/bin/../mods/mt-firearms/firearmslib/init.lua
2015-07-14 05:28:14: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /home/ruben/minetest/bin/../mods/mt-firearms/firearmslib/init.lua
2015-07-14 05:28:14: ERROR[main]: Error from Lua:
2015-07-14 05:28:14: ERROR[main]: bad argument #2 to '?' (string expected, got function)
2015-07-14 05:28:14: ERROR[main]: stack traceback:
2015-07-14 05:28:14: ERROR[main]: [C]: ?
2015-07-14 05:28:14: ERROR[main]: [C]: in function 'open'
2015-07-14 05:28:14: ERROR[main]: ...in/../mods/mt-firearms/firearmslib/pureluaentity.lua:149: in function 'load'
2015-07-14 05:28:14: ERROR[main]: ...in/../mods/mt-firearms/firearmslib/pureluaentity.lua:190: in main chunk
2015-07-14 05:28:14: ERROR[main]: [C]: in function 'dofile'
2015-07-14 05:28:14: ERROR[main]: ...inetest/bin/../mods/mt-firearms/firearmslib/init.lua:21: in main chunk
print("[pureluaentity] Loading DB...")
local f, e = io.open(DB_FILE) -- pureluaentity.lua:149
local data
local DB_FILE = minetest.get_worldpath().."/ple.list"
jojoa1997 wrote:the mod works great :-)
pros:
-do good damage
-fun
-fast shooting
cons:
-i dont know which ammo goes to which gun (maybe make the ammo name be "<gun name> ammo")
-also if you are shooting at somone but are close enough to see the selection box then they are not damaged
if you want to make it destroy the surrounding area then look at jordan4ipbanez butter mod. also have the item itself take in the surrounding area. i think that explosions shouls be configurable in case you want the damage to the player but not the damage to the land
2015-11-20 11:48:24: ERROR[Main]: ServerError: Runtime error from mod 'firearmslib' in callback environment_Step(): .../rubenwardy/.minetest/mods/mt-firearms/firearmslib/bullet.lua:20: attempt to compare nil with number
2015-11-20 11:48:24: ERROR[Main]: stack traceback:
2015-11-20 11:48:24: ERROR[Main]: .../rubenwardy/.minetest/mods/mt-firearms/firearmslib/bullet.lua:20: in function 'is_inside'
2015-11-20 11:48:24: ERROR[Main]: .../rubenwardy/.minetest/mods/mt-firearms/firearmslib/bullet.lua:72: in function 'find_collision_point'
2015-11-20 11:48:24: ERROR[Main]: .../rubenwardy/.minetest/mods/mt-firearms/firearmslib/bullet.lua:110: in function 'on_step'
2015-11-20 11:48:24: ERROR[Main]: ....minetest/mods/mt-firearms/firearmslib/pureluaentity.lua:45: in function '__do_step'
2015-11-20 11:48:24: ERROR[Main]: ....minetest/mods/mt-firearms/firearmslib/pureluaentity.lua:197: in function <....minetest/mods/mt-firearms/firearmslib/pureluaentity.lua:194>
2015-11-20 11:48:24: ERROR[Main]: /usr/local/share/minetest/builtin/game/register.lua:355: in function </usr/local/share/minetest/builtin/game/register.lua:335>
local function is_inside(px, py, pz, x1, y1, z1, x2, y2, z2)
--print(("*** DEBUG: Is inside? p=(%f,%f,%f), minp=(%f,%f,%f), maxp=(%f,%f,%f)"):format(px, py, pz, x1, y1, z1, x2, y2, z2))
if px and py and pz and x1 and y1 and z1 and x2 and y2 and z2 then
return (
(px >= x1) and (px <= x2)
and (py >= y1) and (py <= y2)
and (pz >= z1) and (pz <= z2)
)
else
print("Error: " .. dump({ px=px, py=py, pz=pz, x1=x1, y1=y1, z1=z1, x2=x2, y2=y2, z2=z2 }))
return false
end
end
local function find_collision_point(objtype, pos, node_or_obj)
-- TODO:
-- This should return the actual point where the bullet
-- "collided" with it's target, or nil if it did not "hit".
if objtype == "node" then
local boxes
local def = minetest.registered_nodes[node_or_obj.name]
if not (def and def.walkable) then return end
if (def.drawtype == "nodebox") and def.node_box and def.node_box.fixed then
boxes = def.node_box.fixed
else
boxes = full_box
end
local px, py, pz =
pos.x - math.floor(pos.x) + 0.5,
pos.y - math.floor(pos.y) + 0.5,
pos.z - math.floor(pos.z) + 0.5
if type(boxes[1]) == "number" then
local x1, y1, z1, x2, y2, z2 = unpack(boxes)
if is_inside(px, py, pz, x1, y1, z1, x2, y2, z2) then
return pos
end
else
for _, box in ipairs(boxes) do
local x1, y1, z1, x2, y2, z2 = unpack(box)
if is_inside(px, py, pz, x1, y1, z1, x2, y2, z2) then
return pos
end
end
end
elseif objtype == "object" then
local objpos = node_or_obj:getpos()
local px, py, pz =
pos.x - objpos.x,
pos.y - objpos.y,
pos.z - objpos.z
local x1, y1, z1, x2, y2, z2
if node_or_obj:is_player() then
x1, y1, z1, x2, y2, z2 = -0.25, -0.5, -0.25, 0.25, 1.25, 0.25
else
local e = node_or_obj:get_luaentity()
if not (e and e.collisionbox) then
return
end
x1, y1, z1, x2, y2, z2 = unpack(e.collisionbox)
end
-- this is where it is called from:
if is_inside(px, py, pz, x1, y1, z1, x2, y2, z2) then
return pos
end
end
end
Error: {
pz = -1.8512248349521,
px = 0.52047790073571,
py = 1.0474177973035
}
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