[Mod] Military Vehicles [mvehicles]

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Re: [Mod] Military Vehicles [mvehicles]

by lisacvuk » Tue Nov 01, 2016 23:04

A tank which... jumps? Okay...
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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Wed Nov 02, 2016 07:55

@lisacvuk: it cant jump anymore, i forgot to edit on forum, it now uses stephight
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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Fri Nov 04, 2016 08:58

update:
projectile now explodes on impact
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Re: [Mod] Military Vehicles [mvehicles] (Poll)

by DS-minetest » Sat Nov 05, 2016 13:24

Update:
new vehicle added: truck
(look to first post to see a screenshot of it)
for now the truck has no use
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Re: [Mod] Military Vehicles [mvehicles]

by toby109tt » Sun Nov 06, 2016 11:54

DS-minetest wrote:update:
you can now shoot hearts

@cx384: it looks like the gray stickman makes pipi over the tree

XD
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Re: [Mod] Military Vehicles [mvehicles] (Poll)

by emperor_genshin » Mon Nov 21, 2016 01:52

Speaking of Tanks i'm currently working on making one. :3

Link to video Preview: https://vimeo.com/192179093

Password: TanksAreAwesome

Image
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Re: [Mod] Military Vehicles [mvehicles] (Poll)

by D00Med » Mon Nov 21, 2016 02:34

^That's a really nice 3d model
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Re: [Mod] Military Vehicles [mvehicles] (Poll)

by Christian9 » Mon Nov 21, 2016 04:06

For the truck you could use it like a chest possibly
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Re: [Mod] Military Vehicles [mvehicles] (Poll)

by DS-minetest » Mon Nov 21, 2016 15:17

@Christian9: thats what i want to do

@emperor_genshin:
you made a very nice model!
i really like the blender logo on the sides
but i dont think ill use it, minetest would lag with such a high detailed model and i cant get the full potential out of it
it would be nice to see your model in some open source game :)

Edit: hm seems, like the poll wants me to make for the projectile a model, lets specify it
NEW POLL
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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Sun Nov 27, 2016 12:26

"bullet (a simple cuboid)" has won poll

update:
  • truck can steer now and accelerates (to be changed)
  • the vehicles fall now with the gravity of the settings
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Re: [Mod] Military Vehicles [mvehicles] (Poll)

by DS-minetest » Sun Nov 27, 2016 13:09

NEW POLL
ive planned big rocket launcher, should the rocket which will be controllable have wings or not?
Image
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Re: [Mod] Military Vehicles [mvehicles] (Poll)

by DS-minetest » Sun Dec 04, 2016 09:59

update:
shoot is now cuboid and shooting makes sounds

Edit:
new bug: if you have unloaded the tank, then you must see the tank on loading, else it does not on_activate
[size=50]its not my fault, i think, this commit makes the bug: https://github.com/minetest/minetest/commit/5dc61988788e44bc87e8c57c0beded97d4efdf05
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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Sun Dec 18, 2016 16:00

poll stopped, wings have won
and update:
the tank now uses fuel, every tank starts with 15 fuel and fuel is always written into chat
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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Fri Dec 23, 2016 11:16

looks like 0.4.15 is released
=> the now newest version will be the version for 0.4.15
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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Tue Jan 31, 2017 15:32

I'm having some problems. Something doesn't seem to work correctly.
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Re: [Mod] Military Vehicles [mvehicles]

by azekill_DIABLO » Wed Feb 01, 2017 14:02

maybe the truck has gone in a blender. (the kitchen one not the app). it looks a bit weird :) but i could not even do it so i shut up and goodbye.
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Code: Select all
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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Wed Feb 01, 2017 15:59

Sure, it looks a bit weird. I'm not good in making nice models. And thanks for stopping my monologue!
And the (not finished) truck isn't making problems. It's the tank. Somehow the entity de-/activation doesn't seem to work correctly. It's called twice, once with and once without staticdata. Also some functions don't work, like set_attach or remove. I'm not sure about this and didn't update Minetest for some days. I have to update and make more tests.
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Re: [Mod] Military Vehicles [mvehicles]

by krokoschlange » Wed Feb 01, 2017 18:36

It is a bit weird: when you spawn a tank and rejoin the game it works fine (I used
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print(staticdata)
and
print(s.fuel)
to debug)
But if you rejoin again staticdata i return<> and s.fuel is nil ...
 

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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Wed Feb 01, 2017 19:09

krokoschlange wrote:It is a bit weird: when you spawn a tank and rejoin the game it works fine (I used
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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print(staticdata)
and
print(s.fuel)
to debug)
But if you rejoin again staticdata i return<> and s.fuel is nil ...

It gives me:
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Code: Select all
return {["fuel"] = 14.999432999991}
14.999432999991
return {["fuel"] = 14.999432999991}
14.999432999991
(Only one tank at player join!)
s is a local variable, you have to print self.fuel. Also you have to add it after
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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         if staticdata ~= "" then
            local s = minetest.deserialize(staticdata)
            self.fuel = s.fuel
         else
            self.fuel = 15
         end
(I did this ^^ because I wanted to give more to staticdata then only the fuel.)

Also I had recognized that I had used on_set instead of on_activate by mistake at the tank_top and tank_exhauster. => It was not the staticdata that I checked if it's "". => The top part and the exhauster part were very often checked and so, I didn't recognize it before that it was wrong.
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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Mon Feb 27, 2017 14:02

update: Explosion radius of tank shoot is smaller. Also mod.conf is added.
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Re: [Mod] Military Vehicles [mvehicles]

by azekill_DIABLO » Mon Feb 27, 2017 16:16

there is an error in the 1st post, you've written knowen instead of known

azekill_DIABLO which was just passing by...
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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Mon Feb 27, 2017 21:18

azekill_DIABLO wrote:there is an error in the 1st post, you've written knowen instead of known

azekill_DIABLO which was just passing by...

I've corrected the mistakes.
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Re: [Mod] Military Vehicles [mvehicles]

by emperor_genshin » Fri Mar 10, 2017 15:34

Just tested your tank

Good job! :3
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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Fri Mar 10, 2017 16:07

Thanks! :3
But it's not really good, it has many bugs and I'm too lazy at the moment to make everything.
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Re: [Mod] Military Vehicles [mvehicles]

by emperor_genshin » Fri Mar 10, 2017 16:51

I know the feeling, you aren't the only one who is lazy out there.

Same here, at the moment I'm working on texturing that tank model that I've posted earlier here and i'm too lazy to work on it's caterpillars at the very moment. =/

But regarding to your tank code, great job. I don't mind the bugs but it's the first minetest vehicle that I've ever seen that can rotate it's turret and shoot.

DS-minetest wrote:Thanks! :3
But it's not really good, it has many bugs and I'm too lazy at the moment to make everything.
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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Sat Mar 11, 2017 16:40

I've made some changes now:
There are tank IDs. To be used.
Much cleaning. Idk how I managed to write so much urgh code. I don't have much overlook there.

What I've planned:
  • more vehicles: helicopter, fightboat, battletrain, mobile rocket launcher, plane, ...
  • use those IDs better
  • clean more, get overlook back
  • make inventory for tank and other vehicles
  • fix the vehicles that are already there (tank and truck)
  • ...
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Re: [Mod] Military Vehicles [mvehicles]

by emperor_genshin » Fri Mar 17, 2017 00:40

I wonder how it would look like if this tank behaved like your tank lol

(I would recommend that you should make the tank warhead be able to hurt other entities that are not players aswell)

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Re: [Mod] Military Vehicles [mvehicles]

by DS-minetest » Fri Mar 17, 2017 13:53

emperor_genshin wrote:I would recommend that you should make the tank warhead be able to hurt other entities that are not players aswell

The tank shoot makes an explosion (tnt.boom). It's just like if TNT would explode.

PS.:
  • If you want to use your tank model for this mod, you can edit the names of the bones (in the model or in the code) and edit the animation frames in code.
  • Your tank model looks awesome!
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