[Mod] Simple Shooter [0.5.3] [shooter]

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stu
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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Sat Jan 02, 2016 21:03

BrunoMine wrote:I am using 0.4.13.
This only happens when we throw up (no shooting blocks).

Yes, if you shoot the thing straight up in the air then you would expect it to fall right back on your head, would you not?
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by BrunoMine » Sat Jan 02, 2016 21:09

stu wrote:Yes, if you shoot the thing straight up in the air then you would expect it to fall right back on your head, would you not?


try to shoot 45º in the horizontal plane of the earth.
O /
| /
|
|
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Sat Jan 02, 2016 21:16

BrunoMine wrote:
stu wrote:Yes, if you shoot the thing straight up in the air then you would expect it to fall right back on your head, would you not?


try to shoot 45º in the horizontal plane of the earth.
O /
| /
|
|

I'm not sure how you are reading the angle but I can only reproduce this at 90º to the horizontal
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by BrunoMine » Sat Jan 02, 2016 21:38

Image
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Sat Jan 02, 2016 22:58

Sorry, try as I might, I have not been able reproduce this, is there anyone else able to confirm this bug?
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by BrunoMine » Sun Jan 03, 2016 00:54

Yes. My friend Lunovox (owner of CRAFTOPOLES server)
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Wed Jan 06, 2016 19:19

I finally managed to reproduce this but only in multiplayer mode and within a certain proximity to other players. It seems a little strange that I have never spotted this before now and that it does not seem to affect singleplayer but there you go.
I have just pushed a small change that appears to have fixed the issue for me, please let me know if you have any further problems with it, thank you.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by BrunoMine » Wed Jan 06, 2016 19:50

Yes. This bug is fixed. Thanks!
 

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Re:another ploblem

by BrunoMine » Thu Jan 07, 2016 14:53

I use this mod with the mod CME (Creatures MOB-Engine) and I see the problem.
When the creature dies, it begins to rise until it is removed by MOB-Engine.
(obs.: When a creature dies, it performs a death animation and then disappears.)

I understand that you have no obligation to help me, but it would make your mod compatible with CME.

I believe the problem is occurring in the line 55:
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
if pos then
   self.object:moveto(pos)
end
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by BrunoMine » Thu Jan 07, 2016 15:52

I realized a change in the code
crossbow.lua
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
76   -   self:stop(object:getpos())

76   +   local luaentity = object:get_luaentity()
77   +   if luaentity == nil or luaentity.mob_name == nil then
78   +      self:stop(object:getpos())
79   +   else
80   +      self.object:remove()
81   +   end
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Fri Jan 08, 2016 18:40

BrunoMine wrote:I realized a change in the code
crossbow.lua
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
76   -   self:stop(object:getpos())

76   +   local luaentity = object:get_luaentity()
77   +   if luaentity == nil or luaentity.mob_name == nil then
78   +      self:stop(object:getpos())
79   +   else
80   +      self.object:remove()
81   +   end

Oh, I have not yet tried this with CME but I think I understand what you mean.
This code should do exactly the same thing but is slightly more robust.

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 luaentity = object:get_luaentity() or {}
if luaentity.mob_name then
   self.object:remove()
else
   self:stop(object:getpos())
end


Note that with your code, if luaentity did happen to be nil then it would still try to check if luaentity.mob_name is nil and you will recieve an error saying that you tried to index luaentity, a nil value.

I will try out CME myself when I get a chance and see if I can come up with a cleaner solution.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by BrunoMine » Fri Jan 08, 2016 20:29

Hey. Must be why you create as good mod. Thanks!
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by benrob0329 » Sat Jan 09, 2016 00:46

@Stu, do you plan to ad things like long/recurve bows, paintball, and airsoft?
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Sat Jan 09, 2016 16:47

benrob0329 wrote:@Stu, do you plan to ad things like long/recurve bows, paintball, and airsoft?

I am not sure I can make other bows different enough to be really worthwhile, paintball is an interesting idea but there is already a mod for that.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by Glorfindel » Fri Jan 22, 2016 17:34

Long bows could be more powerful, but take longer to load perhaps?
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Fri Jan 22, 2016 19:01

Glorfindel wrote:Long bows could be more powerful, but take longer to load perhaps?

Historically, I believe it was the other way around but hey, if someone can provide me with a fitting and license compatible texture then I will consider adding a long bow.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by Glorfindel » Mon Jan 25, 2016 14:51

stu wrote:
Glorfindel wrote:Long bows could be more powerful, but take longer to load perhaps?

Historically, I believe it was the other way around but hey, if someone can provide me with a fitting and license compatible texture then I will consider adding a long bow.

Ugh, yes. I said it backwards.
I'll see if I can make a decent texture.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by Soudon » Fri Jun 03, 2016 04:26

I've added onto this mod just by adding so far two new guns and a firing sound for each. They are a MP5 (holo scope, just for looks) and a barret .50Cal. images are below.

Image

Image

I do plan on adding more weapons I have a bunch of different ones to add currently you must get them via the console but I will be adding a crafting recipe for them later on.

Ok added three more first a G18, Second an ACR ACOG, and a HAMR Red Dot. Next I will start working on crafting recipes.

Image

Image

Image
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by Soudon » Fri Jun 03, 2016 16:16

Ok first recipe I set up is the ACR ACOG and I will add each one to this post as I finish them.

+ Spoiler
Last edited by Soudon on Fri Jun 03, 2016 17:31, edited 2 times in total.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by Glorfindel » Fri Jun 03, 2016 16:28

it would be awesome to have a gun that is a regular rifle, but also shoots grenades on right-click
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by Soudon » Fri Jun 03, 2016 16:29

I agree and if I was any good with coding I would add that in. I'm just copying code from this and pasting it then changing the values to suit the new weapons I'm adding.

On another note the mod firearms has right click to bring up a scope all it does is change the hud the most of it is blacked out and then you have your crosshair (no actual zoom) I just can't figure out how to incorporate that into this cause it would be great with the 50 cal I added.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by Glorfindel » Fri Jun 03, 2016 16:35

it used to zoom in, but an update broke the hacky method used ;)

the firearms mod is rather broken right now, and the author of it recommended this mod instead as he doesn't have time to fix it right now
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by Soudon » Fri Jun 03, 2016 16:40

If you want to give what I added a shot here, sorry new to github I think I have it properly uploaded now.

https://github.com/Soudon/Shooter/archive/master.zip
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Fri Jun 03, 2016 20:57

Soudon wrote:If you want to give what I added a shot here, sorry new to github I think I have it properly uploaded now.

https://github.com/Soudon/Shooter/archive/master.zip

You would be much better off making a proper fork rather than just cloning the repo. That way you will be able to track bugfixes and new features while being able to share your own improvements, the new weapons look really good.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by Soudon » Fri Jun 03, 2016 21:03

I was planning on a fork I just don't know how to do it. Like I said I'm new to github.

And thank you
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Fri Jun 03, 2016 21:09

Soudon wrote:I was planning on a fork I just don't know how to do it. Like I said I'm new to github.

And thank you

Assuming you a logged in, simply go to my repo and click the 'fork' button near the top right corner.
Last edited by stu on Fri Jun 03, 2016 21:26, edited 1 time in total.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by Soudon » Fri Jun 03, 2016 21:23

 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by stu » Fri Jun 03, 2016 22:04

Soudon wrote:I think this is right.

https://github.com/Soudon/shooter/archive/master.zip

Perfect, thanks :)
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by euroclydon » Sun Jun 12, 2016 16:36

Hello stu. I enjoy this mod.

I've figured out every weapon except the gun turret. I can't figure out how to get it to fire. I put an ammo pack in its inventory, attached my self via right click, I can turn it around, up and down, but it won't shoot. What am I doing wrong?

Thanks.
 

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Re: [Mod] Simple Shooter [0.5.3] [shooter]

by benrob0329 » Mon Jun 13, 2016 02:06

You load it with TNT and hold shift + press space to shoot.
 

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