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knockback

PostPosted: Sun Jun 05, 2016 22:39
by programmingchicken
honestly i don't know why this hasn't been added.
(i'm not just a noob from minecraft)
knockback would be very nice, especially for minigame servers (fish-slap that guy off the island)

i think the devs just put it off once and forgot about it.

Re: knockback

PostPosted: Sun Jun 05, 2016 22:57
by benrob0329
Knockback should be done client side, and tools should be added to the knockback group if they knock the player back.

IMO anyways.

Re: knockback

PostPosted: Mon Jun 06, 2016 01:09
by programmingchicken
benrob0329 wrote:Knockback should be done client side, and tools should be added to the knockback group if they knock the player back.

IMO anyways.

no knockback group, just a knockback value
and knockback function to knock people somewhere remotely

Re: knockback

PostPosted: Mon Jun 06, 2016 18:45
by benrob0329
Why not groups? It would be simple, just add your tool to group knockback<value> and then the client can figure out how much knockback, no protocol bump.

Re: knockback

PostPosted: Tue Jun 07, 2016 16:22
by Krock
Would the knockback group define the destination position or how exactly should this work? Troutslap someone and he'll get teleported to the prison?
Currently you can kill a player and it will get teleport to his last used bed/spawn or a random position around spawn. You could even override the item's on_use function to reach the same thing.

Re: knockback

PostPosted: Tue Jun 07, 2016 17:14
by azekill_DIABLO
@krock: he is talking of the minecraft knocback: hit=you are punched back

Re: knockback

PostPosted: Tue Jun 07, 2016 20:13
by programmingchicken
Krock wrote:Would the knockback group define the destination position or how exactly should this work? Troutslap someone and he'll get teleported to the prison?
Currently you can kill a player and it will get teleport to his last used bed/spawn or a random position around spawn. You could even override the item's on_use function to reach the same thing.

Knockback, as in being hit backwards.
like being hit by and arrow and falling off a bridge because of knockback.

Re: knockback

PostPosted: Mon Aug 01, 2016 17:14
by orwell
benrob0329 wrote:Knockback should be done client side, and tools should be added to the knockback group if they knock the player back.

IMO anyways.

Agree, I would like a group.
Add a poll?
Edit: The corresponding armor group should define knockback resistance, as 100 being fully knocked back and no value being not knocked back at all.

Re: knockback

PostPosted: Mon Aug 01, 2016 17:36
by Minetestforfun
programmingchicken wrote:honestly i don't know why this hasn't been added.
(i'm not just a noob from minecraft)
knockback would be very nice, especially for minigame servers (fish-slap that guy off the island)

i think the devs just put it off once and forgot about it.


+1 For default knockback, and the possibility to disable it if needed

Re: knockback

PostPosted: Mon Aug 01, 2016 19:06
by MineYoshi
I like the idea a bit, in some servers can be very useful!

But can be a nice idea have a specific animation for knockback too!

Re: knockback

PostPosted: Mon Aug 01, 2016 19:58
by programmingchicken
MineYoshi wrote:I like the idea a bit, in some servers can be very useful!

But can be a nice idea have a specific animation for knockback too!

An animation can be done with another mod.

Re: knockback

PostPosted: Tue Aug 02, 2016 13:26
by azekill_DIABLO
seems like there is already some entity knockback.

Re: knockback

PostPosted: Tue Aug 02, 2016 13:29
by Calinou
azekill_DIABLO wrote:seems like there is already some entity knockback.


In the engine, there isn't. Not to mention that mod-applied knockback is server-side, without any client-side prediction.

Re: knockback

PostPosted: Tue Aug 02, 2016 14:08
by azekill_DIABLO
no it's just weird, with mobs redo when i puch a mob sometimes he moves back a bit.

Re: knockback

PostPosted: Tue Aug 02, 2016 14:26
by maikerumine
What if this was written in source code to get tool strength and multiply this into velocity to object being punched to set velocity?

Would this be as easy as it seems? It would be like punching a minecart, but for all entities like mobs, players, and things.

Re: knockback

PostPosted: Tue Aug 02, 2016 17:40
by Calinou
azekill_DIABLO wrote:no it's just weird, with mobs redo when i puch a mob sometimes he moves back a bit.


That's part of the mod, not the engine, and thus suffers from the caveat I mentioned in the post above.

Re: knockback

PostPosted: Wed Aug 03, 2016 07:03
by orwell
maikerumine wrote:What if this was written in source code to get tool strength and multiply this into velocity to object being punched to set velocity?

Would this be as easy as it seems? It would be like punching a minecart, but for all entities like mobs, players, and things.

Please don't calculate it from tool strength! A separate group gives more control and allows funny features ( like a "force push" that does not do any damage but knocks the player back)
I agree that knockback should work for all objects.

Re: knockback

PostPosted: Wed Aug 03, 2016 10:21
by azekill_DIABLO
orwell wrote:
maikerumine wrote:What if this was written in source code to get tool strength and multiply this into velocity to object being punched to set velocity?

Would this be as easy as it seems? It would be like punching a minecart, but for all entities like mobs, players, and things.

Please don't calculate it from tool strength! A separate group gives more control and allows funny features ( like a "force push" that does not do any damage but knocks the player back)
I agree that knockback should work for all objects.


Yep, totally true. +1

Re: knockback

PostPosted: Wed Aug 03, 2016 19:31
by MineYoshi
^ +100

Re: knockback

PostPosted: Thu Aug 04, 2016 12:12
by orwell

Re: knockback

PostPosted: Thu Aug 04, 2016 20:55
by MineYoshi
I think, maybe we can add another feature with the knockback...

Re: knockback

PostPosted: Fri Aug 05, 2016 09:41
by azekill_DIABLO
The knock up!!! For combos!

Re: knockback

PostPosted: Fri Aug 05, 2016 14:47
by orwell
azekill_DIABLO wrote:The knock up!!! For combos!

Oh yeah!
And a "Force Pull" maybe?

Re: knockback

PostPosted: Fri Aug 05, 2016 21:23
by MineYoshi
That can work!

Re: knockback

PostPosted: Thu Feb 23, 2017 19:11
by ABJ
knockback can be set as punch value for all tools with no value. And maybe we could have a temporary "knockback calculator" mini-app thing so mod devs could calculate knockback for their existing swords based on the ratios used by default.

Re: knockback

PostPosted: Fri Feb 24, 2017 07:46
by TenPlus1
Knockback is in some of the mobs mods but to have it work with players the devs would need to add a missing player:set_velocity() function into the game itself.

Re: knockback

PostPosted: Fri Feb 24, 2017 08:54
by ABJ
Hmmmmmm
Wish I were a dev

Re: knockback

PostPosted: Fri Feb 24, 2017 12:15
by azekill_DIABLO
orwell wrote:
azekill_DIABLO wrote:The knock up!!! For combos!

Oh yeah!
And a "Force Pull" maybe?


Minetest Kombat 5

Re: knockback

PostPosted: Sat Feb 25, 2017 06:50
by Byakuren
I would prefer an add_impulse function over set_velocity since it will feel more accurate on the client end (no issues with the velocity from get_velocity being too old because of lag)

Re: knockback

PostPosted: Thu Mar 16, 2017 23:00
by emperor_genshin
What if someone wants to change knockback value from specific Items?