[Mod] Bows with arrows V7 [bows]

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AiTechEye
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[Mod] Bows with arrows V7 [bows]

by AiTechEye » Wed Apr 06, 2016 08:33

Image


License: CC0 (let you do what ever you want with it :-)
Depends: none / tnt
Supported mods: mesecons

A very easy bow mod with arrows

V7:
+possible to shoot more than 1 arrow at time
+bow_triple_steel
+bow_quintuple_mese
+bow_hail_admin
changed: nuke explosion sound
fixed: crash when arrows hits a unknown blocks
removed: .env

The target gives a mesecon signal when an arrow hits it.

Load a bow:
place a arrow left of the bow + use it

Bows / levels:
Wooded
Stone
Steel
Bronze
Osidian
Mese
Diamond
Rainbow
Admin: bows:bow_admin (unlimited + very high level)

Arrows / level:
Wooded
Steel
Gold
Rainbow
Diamond
Dig: digs the block it hits.
Fire: spawning fire on the block or object it hits
Build: placing a block from the right stack of the bow.
Toxic: keep hurting after it hits.
Tetanus: makes you cant move (will not work with other arrows)
Nitrogen freeze
TNT: explosion
Nitrogen TNT freeze explosion
Admin: bows:arrow_admin (always kill when hits)
Nuke: massive explosion

Thanks to: (advices)
TenPlus1 (found important errors in the damage system)
mahmutelmas06
benrob0329
Dragonop



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Last edited by AiTechEye on Mon Mar 13, 2017 21:55, edited 49 times in total.
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Re: [Mod] Bows 0.1 [bows]

by azekill_DIABLO » Wed Apr 06, 2016 13:19

cool mod, nice textures
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Re: [Mod] Bows 0.1 [bows]

by benrob0329 » Wed Apr 06, 2016 16:05

Do the arrows stick to blocks?
 

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Re: [Mod] Bows 0.05 [bows]

by AiTechEye » Wed Apr 06, 2016 16:43

not yet, but there is plans for it, and on players / mobs (if its not too much mess)

I fixed a error that made the bows have infer uses,and added a few other arrows,
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Re: [Mod] Bows 0.05 [bows]

by ExeterDad » Wed Apr 06, 2016 19:15

UjEdwin wrote:not yet, but there is plans for it, and on players / mobs (if its not too much mess)

Okay now this is getting really exciting! Can't wait to see what becomes of this mod.
٩(̾●̮̮̃̾•̃̾)۶

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Re: [Mod] Bows 0.05 [bows]

by mahmutelmas06 » Wed Apr 06, 2016 19:33

My Mods:

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Re: [Mod] Bows 0.6 [bows]

by AiTechEye » Thu Apr 07, 2016 16:46

EDIT: updates under
Last edited by AiTechEye on Thu Apr 07, 2016 21:10, edited 1 time in total.
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Re: [Mod] Bows 0.6 [bows]

by benrob0329 » Thu Apr 07, 2016 17:15

I vote keep, as it can be improved over time if there is a base to work with.
 

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Re: [Mod] Bows 0.6 [bows]

by Dragonop » Thu Apr 07, 2016 18:31

Keep the collision-glitched arrows, they look good.
Make the entity only a cube at the tip of the arrow, so it will only collide with that part. Maybe that will help
 

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Re: [Mod] Bows 0.65 [bows]

by AiTechEye » Thu Apr 07, 2016 21:07

I was shore it would not work at all on objects, but looks like it works really good on players
Last edited by AiTechEye on Fri Apr 08, 2016 11:42, edited 1 time in total.
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Re: [Mod] Bows 0.65 [bows]

by benrob0329 » Thu Apr 07, 2016 21:18

It'd be cool if you had to pull the arrow out before you could move, and then you'd be poisoned (to simulate the wound) for a time.

(Though that looks more like a kill shot)
 

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Re: [Mod] Bows 0.65 [bows]

by AiTechEye » Thu Apr 07, 2016 21:47

i had an idea of a toxic arrow too,
will add tomorrow:

toxic arrow (craft with papyrus)
tetanus arrow (craft with ?)

...
cotton / jungle grass can be really hard to find and takes long time to grow, but gravel and wood is everywhere, use leaves or saplings instead of cotton? until there would be added feathers for some reason.
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Re: [Mod] Bows 0.65 [bows]

by benrob0329 » Thu Apr 07, 2016 22:18

From Wikipedia:

Tetanus is caused by an infection with the bacterium Clostridium tetani,[1] which is commonly found in soil, dust and manure.[3] The bacteria generally enter through a break in the skin such as a cut or puncture wound by a contaminated object.

(https://en.wikipedia.org/wiki/Tetanus)


So, an iron arrow mixed with a bucket of water to create a rusty arrow, with a 40% chance of infection?

I think that a leaf block would make more sense for the basic arrows than cotton, and perhaps move to wood/iron/diamond fins for more expensive arrows?

EDIT: The shooter mod has some really nice arrow movement, perhaps you could borrow some code from that?
 

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Re: [Mod] Bows 0.7 [bows]

by AiTechEye » Fri Apr 08, 2016 11:48

added toxic / tetanus arrows

The toxic one will hurt randomly until it disappears,
and the tetanus makes you cant move, if you not punching it away (can stick for a while (at least 4 seconds))

Objects models will randomly disappears when they are detached (mt core bug)

Arrows will be move to the edge of the blocks without node box.
Last edited by AiTechEye on Fri Apr 08, 2016 19:16, edited 1 time in total.
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Re: [Mod] Bows 0.7 [bows]

by azekill_DIABLO » Fri Apr 08, 2016 13:50

wow you've done a nice job!!!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Bows V2 [bows]

by AiTechEye » Wed Apr 27, 2016 09:56

For you that using this mod, there is an update.

Added: craft gravel to flint
Fixed: crash with fire arrow
Changed: arrow crafts: toxic, fire, tetanus
Added: admin bow/arrow
Added: bows: osidian/rainbow
Added: tnt arrow
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Re: [Mod] Bows V2 [bows]

by Martno » Wed Apr 27, 2016 10:42

Awesome mod!
I tested it, and it's great, but arrows dont't hurt the dungeonmaster and the mese monster from mobs redo. Is it tested with mobs?
Other monsters and animals are ok.
 

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Re: [Mod] Bows V2 [bows]

by AiTechEye » Wed Apr 27, 2016 12:31

I testing the mostly mods i making (currently 36) with the mobs redo, and its easy to see the results, but i have no idea why the mese/don react like that.
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Re: [Mod] Bows V2 [bows]

by azekill_DIABLO » Thu Apr 28, 2016 16:14

+1000
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

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Re: [Mod] Bows V2.1 [bows]

by Milan* » Mon May 09, 2016 15:11

to see it on some git would be awesome :)
 

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Re: [Mod] Bows V2.1 [bows]

by philipbenr » Thu May 12, 2016 03:51

Milan* wrote:to see it on some git would be awesome :)

+1
 

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Re: [Mod] Bows V2.1 [bows]

by rpgsniper2452 » Mon May 16, 2016 16:25

Neat little mod!
 

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Re: [Mod] Bows V2.2 [bows]

by nanotime » Sun May 22, 2016 23:38

Hey! eh... where i can find the recipes? I maded a bow but don't know how to craft arrows :(
 

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Re: [Mod] Bows V2.2 [bows]

by Krock » Mon May 23, 2016 18:24

nanotime wrote:Hey! eh... where i can find the recipes? I maded a bow but don't know how to craft arrows :(

If you don't have a crafting guide, you can take the recipe out of the source code.
Source: bows/items.lua, Line 155 and 173
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8x Wooden arrow:
 flint, [any stick], [any leaves]

8x Steel arrow:
 [any arrow], [any arrow], [any arrow]
 [any arrow], steel ingot, [any arrow]
 [any arrow], [any arrow], [any arrow]

Replace the steel ingot with gold, mese crystal or a diamond for different arrows.
Arrows with fire are crafted with: [any arrow], torch
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Re: [Mod] Bows V2.2 [bows]

by mahmutelmas06 » Tue May 24, 2016 00:35

You can make some rainbow arrows if you wish to add more :)

viewtopic.php?t=3473
viewtopic.php?t=10046
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Re: [Mod] Bows V3 [bows]

by AiTechEye » Tue May 24, 2016 14:20

ok your wish has been fulfilled :P
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Re: [Mod] Bows V3 [bows]

by mahmutelmas06 » Thu May 26, 2016 05:57

UjEdwin wrote:ok your wish has been fulfilled :P


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Re: [Mod] Bows V3 [bows]

by AiTechEye » Thu May 26, 2016 13:44

depends on the method used :P
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Re: [Mod] Bows V3 [bows]

by Milan* » Tue Jul 26, 2016 15:07

Mmmh beside the missing Git repository...may it possible to make arrows re-usuable for you? :)
 

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Re: [Mod] Bows V3r [bows]

by ServerDad » Sun Sep 04, 2016 00:24

UjEdwin,
I would like to start by saying thank you! Your bow mod has provided my kids, and the whole neighborhood, with lots of fun. In fact, everyone was getting somewhat burnt out and then when I loaded your mod and they had rainbow arrows everyone was excited about MineTest again. So thank you.

I do seem to have found a bug. I am running on Linux Mint 18 using the standard repos which provide Minetest 4.13.

Hers is the error dump.

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2016-09-03 12:46:12: ACTION[ServerThread]: c7 uses bows:bow_diamond_loaded, pointing at [nothing]
2016-09-03 12:46:12: INFO[ServerThread]: WARNING: core.env:[...] is deprecated and should be replaced with core.[...]
12:46:12: WARNING: Undeclared global variable "tnt" accessed at /home/minetest/.minetest/mods/bows/items_functions.lua:128
2016-09-03 12:46:12: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2016-09-03 12:46:12: ERROR[main]: Lua: Runtime error from mod 'bows' in callback luaentity_Step(): /home/minetest/.minetest/mods/bows/items_functions.lua:128: attempt to index global 'tnt' (a nil value)
2016-09-03 12:46:12: ERROR[main]: stack traceback:
2016-09-03 12:46:12: ERROR[main]:    /home/minetest/.minetest/mods/bows/items_functions.lua:128: in function 'on_hit_node'
2016-09-03 12:46:12: ERROR[main]:    /home/minetest/.minetest/mods/bows/arrow.lua:114: in function </home/minetest/.minetest/mods/bows/arrow.lua:96>

In thread 7f29ddb2a780:
/build/minetest-6sh_iU/minetest-0.4.13+repack/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Runtime error from mod 'bows' in callback luaentity_Step(): /home/minetest/.minetest/mods/bows/items_functions.lua:128: attempt to index global 'tnt' (a nil value)
stack traceback:
   /home/minetest/.minetest/mods/bows/items_functions.lua:128: in function 'on_hit_node'
   /home/minetest/.minetest/mods/bows/arrow.lua:114: in function </home/minetest/.minetest/mods/bows/arrow.lua:96>
Debug stacks:
DEBUG STACK FOR THREAD 7f29d5a1a700:
#0  virtual void* EmergeThread::Thread()
(Leftover data: #1  MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2  void ServerMap::loadBlock(std::__cxx11::string*, v3s16, MapSector*, bool))
(Leftover data: #3  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7f29d621b700:
#0  virtual void* ServerThread::Thread()
#1  void Server::Receive()
(Leftover data: #2  void Server::SendBlocks(float))
(Leftover data: #3  void RemoteClient::GetNextBlocks(ServerEnvironment*, EmergeManager*, float, std::vector<PrioritySortedBlockTransfer>&))
(Leftover data: #4  void ItemStack::serialize(std::ostream&) const)
(Leftover data: #5  bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
DEBUG STACK FOR THREAD 7f29ddb2a780:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)
Aborted




Thank you for a great mod and your help!
SD
 

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