[Mod] Frickin' Laser Beams [laser]

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Lasers [laser]

by Hybrid Dog » Fri Feb 20, 2015 19:13

l changed the mod that it doesn't use additional nodes for vertical lasers, fixed a mistake in an after_destruct function and updated it to not use deprecated mesecons functions.
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re:

by Hybrid Dog » Sun Dec 20, 2015 13:38

InfinityProject wrote:How far do the lasers go?

as far as the map is generated


DI3HARD139 wrote:Wish this was compatible with 0.4.13. Would love to add this mod to my servers. The mod loads but theres no noticeable way to generate the lasers.

l didn't test it for 0.4.13, as far as l know the laser mod should also work with this version.
Last edited by Hybrid Dog on Fri Dec 25, 2015 13:19, edited 3 times in total.
 

DI3HARD139
Member
 
Posts: 144
Joined: Sat Oct 18, 2014 21:04
GitHub: DI3HARD139
IRC: DI3HARD139
In-game: DI3HARD139 DI3HARD139_

Re: [Mod] Frickin' Laser Beams [laser]

by DI3HARD139 » Fri Dec 25, 2015 02:01

Wish this was compatible with 0.4.13. Would love to add this mod to my servers. The mod loads but theres no noticeable way to generate the lasers.
Servers: mt.rrhgameservers.ml = [RRH] MT-Creative (48250), RRH-Survival (48253), Unknown (48255), Minetest City (48262)
Specs = Intel Core i5-3570s 16GB DDR3 2TB HDD, Ubuntu Server 16.04.1 x64 XFCE
------------------------------------------------------------
System: Lenovo Thinkstation S30 = Intel Xeon E5-2665, 20GB DDR3 (1333MHz Non-ECC), Gigabyte GTX1060 6GB, 3.5TB Storage, Win 10 Pro x64.
 

User avatar
DS-minetest
Member
 
Posts: 707
Joined: Thu Jun 19, 2014 19:49
GitHub: DS-Minetest
In-game: DS

Re: [Mod] Frickin' Laser Beams [laser]

by DS-minetest » Sun Dec 27, 2015 20:18

DI3HARD139 wrote:Wish this was compatible with 0.4.13. Would love to add this mod to my servers. The mod loads but there's no noticeable way to generate the lasers.

first power bobblock, then mese, it's compatible
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.
 

DI3HARD139
Member
 
Posts: 144
Joined: Sat Oct 18, 2014 21:04
GitHub: DI3HARD139
IRC: DI3HARD139
In-game: DI3HARD139 DI3HARD139_

Re: [Mod] Frickin' Laser Beams [laser]

by DI3HARD139 » Thu Jan 07, 2016 06:23

@DS-minetest Which version of bobblocks are you using? The one I have doesn't have a "power bobblock".
Servers: mt.rrhgameservers.ml = [RRH] MT-Creative (48250), RRH-Survival (48253), Unknown (48255), Minetest City (48262)
Specs = Intel Core i5-3570s 16GB DDR3 2TB HDD, Ubuntu Server 16.04.1 x64 XFCE
------------------------------------------------------------
System: Lenovo Thinkstation S30 = Intel Xeon E5-2665, 20GB DDR3 (1333MHz Non-ECC), Gigabyte GTX1060 6GB, 3.5TB Storage, Win 10 Pro x64.
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Frickin' Laser Beams [laser]

by Hybrid Dog » Fri Jan 08, 2016 13:55

He means powering it by a mesecons signal, l use my version of bobblocks: https://github.com/HybridDog/BobBlocks
 

User avatar
Arcelmi
Member
 
Posts: 47
Joined: Mon Dec 28, 2015 16:24
GitHub: Arcelmi
IRC: Arcelmi
In-game: Arcelmi

Re: [Mod] Frickin' Laser Beams [laser]

by Arcelmi » Wed Mar 30, 2016 13:05

DS-minetest wrote:
DI3HARD139 wrote:Wish this was compatible with 0.4.13. Would love to add this mod to my servers. The mod loads but there's no noticeable way to generate the lasers.

first power bobblock, then mese, it's compatible


When I run the laser the Server is shutting down:
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
terminate called after throwing an instance of 'ServerError'
  what():  ...lds/FunServerKreativ/worldmods/function_delayer/init.lua:39: attempt to call field 'get_last_run_mod' (a nil value)
stack traceback:
   ...lds/FunServerKreativ/worldmods/function_delayer/init.lua:39: in function 'delay_function'
   ...inetest/worlds/FunServerKreativ/worldmods/laser/init.lua:246: in function 'laserstrahl'
   ...inetest/worlds/FunServerKreativ/worldmods/laser/init.lua:257: in function 'laserabm'
   ...inetest/worlds/FunServerKreativ/worldmods/laser/init.lua:351: in function 'action_on'
   ...iv/worldmods/minetest-mod-mesecons/mesecons/internal.lua:195: in function <...iv/worldmods/minetest-mod-mesecons/mesecons/internal.lua:188>
   ...worldmods/minetest-mod-mesecons/mesecons/actionqueue.lua:90: in function 'execute'
   ...worldmods/minetest-mod-mesecons/mesecons/actionqueue.lua:84: in function <...worldmods/minetest-mod-mesecons/mesecons/actionqueue.lua:61>
I've got a signature!
I don't speak very good English...
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Frickin' Laser Beams [laser]

by Hybrid Dog » Wed Mar 30, 2016 14:56

It works for me, get_last_run_mod should be an existing field:
https://github.com/minetest/minetest/bl ... r.cpp#L453

l don't know why it doesn't work for you
https://github.com/HybridDog/function_d ... it.lua#L39
 

slemon
Member
 
Posts: 77
Joined: Sun Apr 27, 2014 03:56

Re: [Mod] Frickin' Laser Beams [laser]

by slemon » Thu May 26, 2016 05:34

Nice mod.
Image
Made this thing on my server's spawn.
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

by Hybrid Dog » Thu May 26, 2016 09:28

thanks
 

User avatar
TailsTheFoxDoes MT
Member
 
Posts: 415
Joined: Mon Jan 18, 2016 20:50
In-game: TailsTheFox

Re: [Mod] Frickin' Laser Beams [laser]

by TailsTheFoxDoes MT » Mon Jun 06, 2016 21:58

You know what this reminds me of...
Image
ImageImage
ImageImage
I'ma firin' mah lazer, BOOM!!!
Shoop Da Whoop
I'm the TailsTMM of minetest, in other words, i rock.
BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
BTW it means TailsTheMeseMinecart, but that isn't my name, it's just a way of saying that i basically do the same thing Dantdm does but i do it with minetest And you problably can't see the invisible ink.
My mods:
My first mod:tails_boss

Mob_pack now has voice acting! Do you want YOUR VOICE included? Look in my posts for the thread!
 

User avatar
Arcelmi
Member
 
Posts: 47
Joined: Mon Dec 28, 2015 16:24
GitHub: Arcelmi
IRC: Arcelmi
In-game: Arcelmi

Re: [Mod] Frickin' Laser Beams [laser]

by Arcelmi » Mon Oct 31, 2016 17:25

Arcelmi wrote:
DS-minetest wrote:
DI3HARD139 wrote:Wish this was compatible with 0.4.13. Would love to add this mod to my servers. The mod loads but there's no noticeable way to generate the lasers.

first power bobblock, then mese, it's compatible


When I run the laser the Server is shutting down:
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
terminate called after throwing an instance of 'ServerError'
  what():  ...lds/FunServerKreativ/worldmods/function_delayer/init.lua:39: attempt to call field 'get_last_run_mod' (a nil value)
stack traceback:
   ...lds/FunServerKreativ/worldmods/function_delayer/init.lua:39: in function 'delay_function'
   ...inetest/worlds/FunServerKreativ/worldmods/laser/init.lua:246: in function 'laserstrahl'
   ...inetest/worlds/FunServerKreativ/worldmods/laser/init.lua:257: in function 'laserabm'
   ...inetest/worlds/FunServerKreativ/worldmods/laser/init.lua:351: in function 'action_on'
   ...iv/worldmods/minetest-mod-mesecons/mesecons/internal.lua:195: in function <...iv/worldmods/minetest-mod-mesecons/mesecons/internal.lua:188>
   ...worldmods/minetest-mod-mesecons/mesecons/actionqueue.lua:90: in function 'execute'
   ...worldmods/minetest-mod-mesecons/mesecons/actionqueue.lua:84: in function <...worldmods/minetest-mod-mesecons/mesecons/actionqueue.lua:61>


I've done something and now the mod works for me. But it's more than a month ago, so I don't now what I do ;-).
I've got a signature!
I don't speak very good English...
 

Previous

Return to WIP Mods

Who is online

Users browsing this forum: No registered users and 12 guests

cron