[Mod] Firearms [0.2.0] [firearms]

awesomess3
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Re: [Mod] Firearms [0.2.0] [firearms]

by awesomess3 » Tue Jul 08, 2014 00:11

hello!

It would be super cool if the firearms could be used against simple mobs, including sheep, rats, Dirt Monster, Stone Monster, Sand Monster, Oerkki, & Dungeon monster (viewtopic.php?f=11&t=3063 [Mod] Simple Mobs [mobs]). I don't care if they don't drop anything when shot, but that the firearms do damage and destroy them.

I would help with coding but I just don't have what it takes.
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by Jonybravo » Tue Aug 19, 2014 14:53

I was playing around with the damage system and it looks like the mobs from the animal mod all die with 1 hit, however they dont drop anything.
Im not sure how much damage they do in a PvP battle, Ill test that out later.
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by bbmario » Mon Oct 27, 2014 23:21

How can we customize the weapon models?
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by kaeza » Mon Oct 27, 2014 23:46

bbmario wrote:How can we customize the weapon models?

Currently, the weapon models are extruded images as generated by the engine. Edit the textures (in firearms_guns/textures/ directory). You will recognize which ones are the "wield view models" (the ones you want to edit) by the fact that they have the hand visible.

Please do note, also to other users: I'm currently working on providing proper 3D models for weapons (optional), but due to a bug/misfeature of the engine, these get "cut off". See Issue #1770 for more info, and an early preview of the models.
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Re: [Mod] Firearms [0.2.0] [firearms]

by crazyginger72 » Sun Nov 02, 2014 00:35

how about a fixed posistion howitzer ;)
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by kaeza » Sun Nov 09, 2014 19:22

Update!

This is an experimental feature for those who have a fairly recent git version of Minetest:

Image

How to use:
  • ZIP file can be downloaded here.
  • Git users must pull the `meshwield` branch:
    Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
    Code: Select all
    git clone https://github.com/kaeza/mt-firearms.git
    cd mt-firearms
    git checkout -b meshwield
    git pull origin meshwield

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Re: [Mod] Firearms [0.2.0] [firearms]

by Nathan.S » Sun Nov 09, 2014 22:06

This is sick, in the best way possible.

Great work.
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Re: [Mod] Firearms [0.2.0] [firearms]

by crazyginger72 » Mon Nov 10, 2014 02:01

kaeza, this is why a f__king love you <3
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by philipbenr » Mon Nov 10, 2014 03:41

@Kaeza: does this hurt mobs? I kinda don't want to search for the answer (too tired)

Offtopic: Love your first post:
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

;) Both gave me a laugh.
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by the_rouge_pilot » Wed Mar 04, 2015 19:18

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?
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Re: [Mod] Firearms [0.2.0] [firearms]

by LazerRay » Mon Mar 30, 2015 15:22

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).
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by Soudon » Wed Apr 08, 2015 17:59

I'm having a hard time crafting the guns, I can craft bullets no problem, but when I try to craft the gun itself it just does not work.
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by fhatking » Mon May 11, 2015 11:49

your mod is not working!! -_-
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by Soudon » Mon May 11, 2015 13:35

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.
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by kaeza » Thu Jun 04, 2015 00:54

First of all, sorry for taking so long to answer.

philipbenr wrote:@Kaeza: does this hurt mobs? I kinda don't want to search for the answer (too tired)


It should work, but I'm not very sure if the collision box detection is 100% reliable in all cases.

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?

Iron sights are doable using the same method that is used for the rifle scope. The revolver is a nice idea. I've already thought about adding a Colt Python lookalike.

Expect something soon.

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).


The NVG overlay is the best I could do that moderately makes the player able to see in completely dark places. Making it darker would remove this ability.

The weapons don't use the normal mechanisms to detect player input, so you must hold down the left mouse button, not click repeatedly. Otherwise it may miss the clicks. Not sure if this is what you mean.

fhatking wrote:your mod is not working!! -_-


If it works for (almost) everyone else, it means it is an user error. Since I can't read your mind (I tried it already with no luck), I'll have to ask: What do you mean by "not working"? Does it show an error message? The guns don't shoot? The guns don't damage players/mobs? Something else?

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.


There are two versions of this mod. Maybe you tried to use the old one. If something is confusing in the first post, on the wiki, or anywhere else, tell me and I'll try to clarify it :)

By the way, the old one is left in place because some people liked the old explosive weapons (grenade launcher and bazooka), but I dropped support for it. I'll try to add some explosives (as requested by the_rouge_pilot above) in some future version.
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Re: [Mod] Firearms [0.2.0] [firearms]

by dannyplaysminetest » Sun Jul 12, 2015 14:17

Thanks this Mod goes perfectly hand in hand with the army stuff Mod ^_^
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by rubenwardy » Tue Jul 14, 2015 09:28

Attempting to run on my VPS server running capturetheflag. For some reason it runs fine on my computer - maybe I'm missing some dependency? Latest git on both.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
[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


The line is:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
print("[pureluaentity] Loading DB...")
local f, e = io.open(DB_FILE) -- pureluaentity.lua:149
local data


where DB_FILE is:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local DB_FILE = minetest.get_worldpath().."/ple.list"
 

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Re:

by judahman23 » Mon Aug 24, 2015 20:44

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

Another con is that it doesn't do damage on animals. I have animals_modpack-2.4.2 and the guns will fire but It won't hurt and/or kill.
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by Samson1 » Fri Aug 28, 2015 15:20

Last time I used this mod it crashed every time I tried to shoot some one
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Re: [Mod] Firearms [0.2.0] [firearms]

by Samson1 » Fri Aug 28, 2015 15:33

Do you think you could make it shoot sheep, Zombies, ghosts, all sorts like that? If you could it would be so good!
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Re: [Mod] Firearms [0.2.0] [firearms]

by Exilyth » Fri Sep 18, 2015 16:21

Can a gun be made to switch between different fire modes, e.g. single shot, semi automatic, burst, automatic?

Slightly related: what about modifications installed on a gun like e.g. an assault rifle with underbarrel grenadelauncher/shotgun/flamethrower? (modifications could be just a different fire mode, e.g. cycle semi, full, underbarrel, back to semi)
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by rubenwardy » Thu Nov 19, 2015 22:05

This mod doesn't work. You can shoot someone at point blank range with an M9 pistol, and it doesn't hit or damage them. The M9 does damage, but very inefficiently.
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by rubenwardy » Fri Nov 20, 2015 16:56

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
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>
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by rubenwardy » Sat Nov 21, 2015 04:28

I've done some debugging. Here is the crashing function in firearmslib, with added debug output:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
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


here is the code that calls it (see comment for exact position):

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
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


The output is:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
Error: {
   pz = -1.8512248349521,
   px = 0.52047790073571,
   py = 1.0474177973035
}


Which means that x1, y1, z1, x2, y2, z2 = nil

It's probably time for me to sleep now, but I'll investigate more tomorrow.
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by anuser » Sun May 01, 2016 23:15

First I must say that this mod is awesome. I like all the guns, bullets and the counter. But there is only one thing wrong - this not work with mobs! Any suggestion what to do? I would like to use it with mobs redo...

I know that this is not new mod, many things could change in game engine and other modes since the firearms last update, but maybe it is any chance to use firearms now?
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by TheReaperKing » Sat Jun 25, 2016 02:12

I believe what has to happen is that the damage groups have to be set up like fleshy, etc. I'm testing out different stuff and hopefully I can figure it out!
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Re: [Mod] Firearms [0.2.0] [firearms]

by Teen_Miner » Fri Jul 22, 2016 23:38

which mobs do they damage other than players?
 

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Re: [Mod] Firearms [0.2.0] [firearms]

by TheReaperKing » Sat Jul 23, 2016 12:48

They don't damage anything.
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Re: [Mod] Firearms [0.2.0] [firearms]

by DS-minetest » Thu Aug 04, 2016 17:29

found a bug:
Image
use the night vision on day, instead of deactivating scroll in hotbar, everything seems to be dark
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

Diamond knight
Member
 
Posts: 262
Joined: Sun Apr 19, 2015 19:50
In-game: Diamondknight or diamond_knight

Re: [Mod] Firearms [0.2.0] [firearms]

by Diamond knight » Sat Dec 10, 2016 19:56

suggestion: make a setting for using entities as the line of sight is even more buggy then entities right now but line of sight should still stay in and be fixed
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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