[Mod] Fireworks [fireworks]

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Aqua
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by Aqua » Sun Nov 04, 2012 09:13

Love the colours..........+3 for the colours
Last edited by Aqua on Sun Nov 04, 2012 09:13, edited 1 time in total.
Hi there ^.~
 

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InfinityProject
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by InfinityProject » Sun Nov 04, 2012 15:24

Thanks PilzAdam and Aqua, to Neuromancer the sound still activates when any node is punched. I'll add sound when it's fixed.

Mod updated.
 

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Neuromancer
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by Neuromancer » Sun Nov 04, 2012 15:42

InfinityProject wrote:Thanks PilzAdam and Aqua, to Neuromancer the sound still activates when any node is punched. I'll add sound when it's fixed.

Mod updated.


The trick is that you need to add some code to your register_on_punchnode. Just take the following and add if statements for all the colors.

minetest.register_on_punchnode( function(pos, node, puncher)

if node.name == "fireworks:firework_red"
then fireworks_activate(pos, node)
end

if node.name == "fireworks:firework_blue"
then fireworks_activate(pos, node)
end

end

)

Then uncomment out all the sound code.
Last edited by Neuromancer on Sun Nov 04, 2012 15:45, edited 1 time in total.
 

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InfinityProject
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by InfinityProject » Sun Nov 04, 2012 15:44

Yea but what about sound?
 

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Neuromancer
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by Neuromancer » Sun Nov 04, 2012 15:46

InfinityProject wrote:Yea but what about sound?


Then just uncomment out all the sound code you commented out.
Last edited by Neuromancer on Sun Nov 04, 2012 15:46, edited 1 time in total.
 

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InfinityProject
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by InfinityProject » Sun Nov 04, 2012 15:48

Let me look.
 

Maro
 

by Maro » Thu Dec 27, 2012 21:38

How do I download it. ( Set it up)
 

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Topywo
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by Topywo » Thu Dec 27, 2012 21:51

Maro wrote:How do I download it. ( Set it up)


Click the 0.3 link in post 1. Unzip/extract it from your downloads folder into your mods/minetest folder (where the file mods_here.txt is).

Look in the first post how to make the firework or choose creative mode.

edit: more info
Last edited by Topywo on Thu Dec 27, 2012 21:51, edited 1 time in total.
 

aron1263
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by aron1263 » Sat May 18, 2013 14:12

does it support mesecons?so it can blowup once when the starter is hitted
 

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InfinityProject
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by InfinityProject » Sun May 19, 2013 17:02

It does not support mesecons. I never really looked Ito how to do that
 

issa
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by issa » Mon May 20, 2013 14:35

how lunch it ?

Ok i found how that's works :



http://www.youtube.com/watch?v=rAXnuRnJ5h0&feature=youtu.be
Last edited by issa on Mon May 20, 2013 15:06, edited 1 time in total.
 

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hassage
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by hassage » Sat Mar 01, 2014 20:42

A beautiful mod!
 

dgm5555
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Re: [Mod] Fireworks [fireworks]

by dgm5555 » Sat May 17, 2014 05:56

Wouldn't sparks be possible by having nodes controlled by an abm which switched between textures randomly, or moved them apart by one or two nodes (you could have spark1->spark2->spark3->vanish?
What about using an entity for the 'rocket' then nodes for the actual light points (see fireball https://forum.minetest.net/viewtopic.php?f=11&t=6154for an example of this).
Also suggestions:-
ability to create patterns eg an interlinked circle and square from separate rockets
~~1111~~2~~~~
~1~~~~1~~~2~~
1~~~2~~1~~~~2
~1~~~~1~~~2~~
~~1111~~2~~~~

auto-move players vision to follow rocket (using minetest.facedir_to_dir). This would be reasonable as we naturally follow when watching fireworks?
 

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rubenwardy
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Re: [Mod] Fireworks [fireworks]

by rubenwardy » Sat May 17, 2014 14:48

This is a VERY VERY.... VERY old mod.
 

Hybrid Dog
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Re: [Mod] Fireworks [fireworks]

by Hybrid Dog » Sat May 17, 2014 14:59

rubenwardy wrote:This is a VERY VERY.... VERY old mod.

I edited it a bit
https://github.com/HybridDog/fireworks
 

darkninja
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Re: [Mod] Fireworks [fireworks]

by darkninja » Sun Jul 13, 2014 10:59

Thanks for this mod. PartyTest coming on?
 

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jojoa1997
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Re: [Mod] Fireworks [fireworks]

by jojoa1997 » Sat Aug 02, 2014 14:43

About the first post. For the image make it
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
[img]https://dl.dropbox.com/u/82668184/screenshot_3631640.png[/img]

Image
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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crazyginger72
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Re: [Mod] Fireworks [fireworks]

by crazyginger72 » Thu Aug 07, 2014 17:26

i tweaked the code a bit to clean it up and added mesecons support :) you dont have a github so im not sure how to share into your code if you want it
 

tinkerlevu
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Re: [Mod] Fireworks [fireworks]

by tinkerlevu » Mon Jan 11, 2016 09:28

you could just post the files here or merge it with hybrid dogs repo (see posts above)
 

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