adbs.register_mob("adbs:zombie", {DEFINITION OF YOUR MOB})
adbs.register_mob("adbs:zombie", {
textures = {"adbs_zombie.png", "3d_armor_trans.png", "3d_armor_trans.png"},
visual = "mesh",
mesh = "adbs_skeleton.x",
visual_size = {x=1,y=1,z=1},
animation = {
speed_normal = 30,
speed_run = 40,
stand_start = 0,
stand_end = 79,
walk_start = 168,
walk_end = 187,
run_start = 230,
run_end = 245,
punch_start = 230,
punch_end = 230,
jump_start = 235,
jump_end = 235,
mine_start = 189,
mine_end = 198,
walk_mine_start = 200,
walk_mine_end = 219,
sit_start = 81,
sit_end = 160,
},
})
function adbs.register_mob(name, def)
setmetatable (def,adbs.ad)
minetest.register_entity(name, def)
end
adbs.dd = {
dye_hair = function(color)
self.hair_color = color
end,
}
self.dye_hair('red')
self.object:set_animation({x=self.animation.stand_start,y=self.animation.stand_end},30, 0)
default.player_register_model("3d_armor_character.x", {
animation_speed = 30,
textures = {
armor.default_skin,
"3d_armor_trans.png",
"3d_armor_trans.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
},
})
stu wrote:I would also like to know the version number when [colorize was added, ie was it before or after the release of 0.4.11?
Hybrid Dog wrote:stu wrote:I would also like to know the version number when [colorize was added, ie was it before or after the release of 0.4.11?
https://github.com/minetest/minetest/co ... c/tile.cpp
ctrl+f can help you (if you use firefox)
minetest.register_tool("default:pick_stone", {
description = "Stone Pickaxe",
inventory_image = "default_tool_stonepick.png",
tool_capabilities = {
full_punch_interval = 1.3,
max_drop_level=0,
groupcaps={
cracky = {times={[2]=2.0, [3]=1.20}, uses=20, maxlevel=1},
},
damage_groups = {fleshy=3},
},
})
Napiophelios wrote:I think this is how Blockman does it with the Hud mod,
he doesnt disable it though:
local function hide_builtin(player)
local function custom_hud(player)
mcrefugee wrote:TriBlade9: thank you, I've got it working now.
mcrefugee wrote:Hi,
I'm working on a mod, and I need to know which side of a node is clicked.
To put it simply, I put a block (let's call it block_a) on the ground and when I click it with a special tool I want to put a block to the right hand side of block_a (relative to the player's position).
Of course the right hand side is different depending on where the player is standing at the moment of clicking.
mectus11 wrote:Napiophelios wrote:I think this is how Blockman does it with the Hud mod,
he doesnt disable it though:
local function hide_builtin(player)
local function custom_hud(player)
Know where I can find his mod or his mod's github and thanks! =)
object.get_luaentity().name
entity.name
Kalabasa wrote:Why can't I loop sound without an object attached to it?
minetest.register_node("default:stone", {
description = "Stone",
tiles = {"default_stone.png"},
is_ground_content = true,
groups = {cracky=3, stone=1},
drop = 'default:cobble',
legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
maikerumine wrote:I have a real dumb question(s) but they have me in confusion.
I am currently making a variant of the simple mobs mod, with all different characters, quite a few of them all with different attributes, rewards, speeds, etc. They use the same api but the code for all the variants are different. The question is: Does having many mods kill frame rate even if using the same model file? In my mind I think it should be okay but in testing they seem to bog down my game, and I don't want that. Is there a different solution to keeping the multiple mobs in world without losing too many FPS other than reducing the draw distance and amount spawned per chunk?
I imagine no, but had to ask anyway.
Fox wrote:Hello again,
While waiting for an answer to my previous question, I came up with another. Haha.
Topic: What is legacy_mineral for?
Reason: To know what it's for. Depending on what it does, maybe I could use it for my custom nodes.
Other Info: In case you don't know what I mean off the top of your head, here it is in the setup for stone.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
minetest.register_node("default:stone", {
description = "Stone",
tiles = {"default_stone.png"},
is_ground_content = true,
groups = {cracky=3, stone=1},
drop = 'default:cobble',
legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
Thanks for taking the time to read. :)
Hybrid Dog wrote:l tried to find "legacy_mineral" (with grep -rl) in other files but it's only in ./games/minimal/mods/default/init.lua and ./games/minetest_game/mods/default/nodes.lua. Maybe it's used for decoration.
Krock wrote:Kalabasa wrote:Why can't I loop sound without an object attached to it?
You can loop a sound if you specify an object/player or a position.
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