[Mod]Tracks[tracks]

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sparky
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[Mod]Tracks[tracks]

by sparky » Sat Mar 26, 2016 14:36

Here is a tracking mod I made, using entities.

Image

players will make footprint tracks on crumbly nodes every second or two. (easily adjustable)
and no tracks will be made when you are sneaking.

also players will drop a blood stain on hit. larger damages taken, larger blood blob.
also players will continue to trickle blood when very low on health (2 hearts, iirc)

I also added a track that is made when the player leaves.

you can rightclick all tracks to view their age, but:
main problem is that when the track entity is unloaded (like when server turns off, or no players are nearby), the tracks expiration and age timers will reset upon being loaded again.

I know of the trail mod, but I decided to make one that would support all crumbly nodes. (and not mess with my papyrus farms :P )

all tracks are removed on /clearobjects, I have yet to figure out how to make a command specifically for the tracks.
(if you set the expirationtime to 0, all tracks will removed, when they are loaded, though)

I would only use on test worlds, just to avoid making a mess of entities that takes a long time to clean up.
it won't do anything to any nodes, though.

I took the track texture from the trail mod, so credits to paramat for that
some pasted code from lots of different places is around, too.
Attachments
tracks.zip
V1
(143.6 KiB) Downloaded 145 times
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Dragonop
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Re: [Mod]Tracks[tracks]

by Dragonop » Sat Mar 26, 2016 16:38

Nice one, +1
What about uploading it to Github?
 

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Onyx
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Re: [Mod]Tracks[tracks]

by Onyx » Sat Mar 26, 2016 18:17

Hi,

Good work, just one little thing : ‎young children play this game then
you must ensure the traces of blood are disabled by default, this can be
shocking at this age. ; )
"Science sans conscience n'est que ruine de l'âme."
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MineYoshi
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Re: [Mod]Tracks[tracks]

by MineYoshi » Sat Mar 26, 2016 18:41

Onyx wrote:Hi,

Good work, just one little thing : ‎young children play this game then
you must ensure the traces of blood are disabled by default, this can be
shocking at this age. ; )



...

Better think about that!
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Dragonop
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Re: [Mod]Tracks[tracks]

by Dragonop » Sat Mar 26, 2016 21:46

Onyx wrote:Hi,

Good work, just one little thing : ‎young children play this game then
you must ensure the traces of blood are disabled by default, this can be
shocking at this age. ; )

I disagree, don't disable them by default. Children need to know that if they hurt an animal they will see blood.

Also, the whole point of the mod is to track animals and mobs to, I'm assuming, hunt them down. If you want a mod that is more related to footprints, I recomend viewtopic.php?f=11&t=6773&hilit=trail+mod
 

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Onyx
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Re: [Mod]Tracks[tracks]

by Onyx » Sun Mar 27, 2016 08:58

Dragonop wrote:I disagree, don't disable them by default. Children need to know that if they hurt an animal they will see blood.

Also, the whole point of the mod is to track animals and mobs to, I'm assuming, hunt them down. If you want a mod that is more related to footprints, I recomend viewtopic.php?f=11&t=6773&hilit=trail+mod

Regarding children's education, ‎I have no lessons to learn, i'm grandfather, I just expressed my point of view.
I don't wish to enter a cultural quarrel, you have every right to enjoy the sight of blood but for me or for my grandchildren, it is not what I look for in Minetest. Otherwise I don't search a mod and if that's the case, I make myself my selection, ‎thanks anyway.
"Science sans conscience n'est que ruine de l'âme."
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sparky
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Re: [Mod]Tracks[tracks]

by sparky » Mon Mar 28, 2016 14:19

thanks for the feedback!

I could make it disabled, wouldn't really hurt. I didn't really think about that when making it. :P

I'm not sure how to do tracks for mobs yet.
though it would be easy enough to edit the mobs themselves, it would be best to somehow be usable for all mobs, without too much manual input.

so far, its just for tracking down players, for servers that have the tag view distance low.
as I said: this supports all crumbly nodes, whatever mod they come from, no new trail node textures required.
(the Lord of the Test gamemode has a different type of grass for each biome type, so this is good with that)
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Onyx
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Re: [Mod]Tracks[tracks]

by Onyx » Mon Mar 28, 2016 17:24

Hi sparky,

Your mod is good and you ‎can not thought of everything.
I just wanted to warn you that children play this game but
‎I would not want you to feel responsible for blunder, This
is not the case, continue, you have every encouragement. ^-^
"Science sans conscience n'est que ruine de l'âme."
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Steinheim NodesNation : steinheim-minetest.servegame.com Pt : 28000
 

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Re: [Mod]Tracks[tracks]

by Sokomine » Fri Apr 15, 2016 05:56

Following mobs is usually not a problem in the game. They head straight for you once they want to kill you and otherwise go about their business. There's not much following around involved. Perhaps your trails could be manure trails instead? At the end of the trail, a mob might await you.
A list of my mods can be found here.
 


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