mauvebic wrote:Here's my version. Cylon raiders, colonial vipers and a new navigation control system. The birds are missing textures, hopefully someone good w/ blender might fix that :-)

Melkor wrote:tell me your opinion about this:
Melkor wrote:tell me your opinion about this:
Melkor wrote:yep, i made it
no problem, here: http://ompldr.org/vZ3d6NQ/ufo.zip.
licence WTFPL
don't forget to add me in the credits :)
InfinityProject wrote:By the way, you posted the download and repo links twice in the main description. :D
mauvebic wrote:Here's my version. Cylon raiders, colonial vipers and a new navigation control system. The birds are missing textures, hopefully someone good w/ blender might fix that :-)
local UFO_SPEED_H = 10
local UFO_SPEED_V = 3
local UFO_TURN_SPEED = 2
local ufo = {
physical = true,
collisionbox = {-1.5,-.5,-1.5, 1.5,2,1.5},
visual = "mesh",
mesh = "ufo.x",
textures = {"ufo.png"},
driver = nil,
v = 0
}
function ufo:on_rightclick (clicker)
if not clicker or not clicker:is_player() then
return
end
if self.driver and clicker == self.driver then
self.driver = nil
clicker:set_detach()
elseif not self.driver then
self.driver = clicker
clicker:set_attach(self.object, "", {x=0,y=5,z=0}, {x=0,y=0,z=0})
end
end
function ufo:on_activate (staticdata, dtime_s)
self.object:set_armor_groups({immortal=1})
end
function ufo:on_punch (puncher, time_from_last_punch, tool_capabilities, direction)
self.object:remove()
if puncher and puncher:is_player() then
puncher:get_inventory():add_item("main", "ufos:ufo")
end
end
function ufo:on_step (dtime)
if self.driver then
local ctrl = self.driver:get_player_control()
local vel = self.object:getvelocity()
local acc = self.object:getacceleration()
if ctrl.up then
acc.x = math.cos(self.object:getyaw()+math.pi/2)*UFO_SPEED_H
acc.z = math.sin(self.object:getyaw()+math.pi/2)*UFO_SPEED_H
else
acc.x = -vel.x/5
acc.z = -vel.z/5
end
if ctrl.down then
acc.x = -vel.x
acc.z = -vel.z
end
if ctrl.jump then
vel.y = UFO_SPEED_V
elseif ctrl.sneak then
vel.y = -UFO_SPEED_V
else
acc.y = -vel.y/2
end
self.object:setvelocity(vel)
self.object:setacceleration(acc)
if ctrl.left then
self.object:setyaw(self.object:getyaw()+math.pi/120*UFO_TURN_SPEED)
end
if ctrl.right then
self.object:setyaw(self.object:getyaw()-math.pi/120*UFO_TURN_SPEED)
end
end
end
minetest.register_entity("ufos:ufo", ufo)
minetest.register_craftitem("ufos:ufo", {
description = "ufo",
inventory_image = "ufo_inventory.png",
wield_image = "ufo_inventory.png",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
minetest.env:add_entity(pointed_thing.above, "ufos:ufo")
itemstack:take_item()
return itemstack
end,
})
minetest.register_craft( {
output = 'ufos:ufo',
recipe = {
{ "", "default:glass", ""},
{ "default:mese_crystal_fragment", "default:stone", "default:mese_crystal_fragment"},
{ "default:steel_ingot", "default:mese_crystal", "default:steel_ingot"},
},
})
jojoa1997 wrote:can you make an inventory image because the new one looks bad


Harmonica wrote:how can i craft mese crystal and mese crystal frangement?
Captain_AuXiL wrote:I can't get Mese crystals on minetest 0.4.4 when i mine, they just appear as blocks. help?
thanks for the explanation :DPilzAdam wrote:Captain_AuXiL wrote:I can't get Mese crystals on minetest 0.4.4 when i mine, they just appear as blocks. help?
The crystals were added after the 0.4.4 release. So either get the latest Minetest version by compiling it yourself or use an unofficial win32 build (see General Discussion).
Captain_AuXiL wrote:for some strange reason, the recipe just doen't work for mine. :(
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