Improved TNT Mod

EthanD57
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Posts: 12
Joined: Thu Dec 03, 2015 10:34

Improved TNT Mod

by EthanD57 » Fri Feb 05, 2016 11:28

Hey guys,

I'm trying to re-write the tnt mod in minetest_game to allow my brother to build a TNT cannon, but I've gotten stuck. According to everything I've read, a TNT cannon in Minecraft is based on two things:

1. That when TNT is in water, it won't destroy blocks, but will throw around entities. This is probably easy to add but I don't know how.
2. That TNT, when lit, becomes an entity. I've managed half of this. TNT does become an entity, but at the same time I create another (preferably invisible, but that won't work either) node at the TNT's location. The node explodes after a few seconds, the entity launches itself as far as it can.

I'll post what I've done so far for you to look at, it'd be great if you could give me a few pointers or show me another mod.

Thanks,
EthanD57

https://drive.google.com/file/d/0Bx5AqMqZu7eJTDV2WDFhWjZwZjg/view?usp=sharing
 

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DS-minetest
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GitHub: DS-Minetest
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Re: Improved TNT Mod

by DS-minetest » Fri Feb 05, 2016 13:26

use nuke mod
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.
 

EthanD57
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Posts: 12
Joined: Thu Dec 03, 2015 10:34

Re: Improved TNT Mod

by EthanD57 » Fri Feb 05, 2016 15:59

Thanks, the nuke mod worked! (Unfortunately for my castle...)
 

red-001
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Re: Improved TNT Mod

by red-001 » Fri Feb 05, 2016 17:25

add an empty on_blast callback to default:water_source and default:water_flowing.
Water will stop being damaged by tnt.
 


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