[Mod] Multinode-gates, drawbridges and garage doors [gates]

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addi
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[Mod] Multinode-gates, drawbridges and garage doors [gates]

by addi » Sun Aug 10, 2014 07:41

big multinode gates


Image
gates_animation.gif
a finished gate, just punch the gatecontroler to open/close the gate.
You can use each node(block) you want for building this.
gates_animation.gif (221.65 KiB) Viewed 2609 times


+ Another screenshot, wich shows a drawbrige and using mesecons


What does this mod do?


This mods adds an special node(block) wich acts as gate controler.
With this gate controller, you can transform each construction into a more dynamic one.
Just imagine: you have build up some nice castle, wich have a big gate, and its difficult or near impossible to get this gate with pistons ore movestons to change between opend and closed state.
For this you can now use this gates mod.

1. Enter the chat command:
/giveme gates:controler

2. Place the gatecontroller in the near, where the gate is acting.

3. Right-click the controller to start setup. First, select the possition wherein the gate is “moving”.

4. Now you have to decide if the gate is currently opend, or is it closed, click the button open, or closed then.

5. Now the state is saved. If you have built the opened one, now build the closed one. And if you build the opened one first, build the closed one now.

6. Click the button finish, now you can switch between the open and closed states.

(7.) Optional: you can now place some mesecons wires there wich contoling them for example by pressing buttons or levers.


DOWNLOAD:


v0.9.0 https://bitbucket.org/kingarthursteam/gates/get/v0.9.0.zip
v0.9.1 https://bitbucket.org/kingarthursteam/gates/get/v0.9.1.zip
View Sourcecode

DEPENDS: Minetest 0.4.10
LICENSE: CC BY-SA

Have fun!
Last edited by addi on Fri Feb 17, 2017 09:56, edited 10 times in total.
 

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Krock
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Re: [mod]Gates[gates][public beta]

by Krock » Sun Aug 10, 2014 08:08

Very good! Gates.. not this Gates ROFL
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Re: [mod]Gates[gates][public beta]

by philipbenr » Sun Aug 10, 2014 20:11

AWESOME!!! I have been looking for something like this for a very long time. It will be added to castles++ as soon as I can get git working on my computer. Having a little bit of trouble using commits... :P Oh well...
 

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Re: [mod]Gates[gates][public beta]

by HeroOfTheWinds » Mon Aug 11, 2014 19:15

Excellent mod! I'l have to play around with it a bit, but it's certainly something I'd like to see on servers.
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addi
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Re: [mod]Gates[gates][public beta]

by addi » Tue Aug 12, 2014 14:12

great! :-) thanks @ all

but i have just a question to the mt-comunity:

Wich method is the best to select the area?

like it worldedit does? and should i copy that from worldedit mod?

or by placing some special blocks, that marks the positions?

or is there another easieer way to do it?


also another question:

does all, wich tested this mod, understand how to setup the gate, or is it too difficult?
 

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Re: [mod]Gates, Drawbridges and Garage Doors[gates][public b

by Minetestforfun » Tue Aug 12, 2014 23:56

hopeful mod !

i think a special block for marks the positions is a better idea
(i dislike the worldedit method, it's too long...)
 

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Re: [mod]Gates, Drawbridges and Garage Doors[gates][public b

by gamergardencat » Mon Oct 20, 2014 00:32

name conflict [Mod] Gates [1.8] [gates] https://forum.minetest.net/viewtopic.php?f=11&t=896
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addi
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Re: [mod]Gates, Drawbridges and Garage Doors[gates][public b

by addi » Tue Oct 21, 2014 01:32

i recommend you using this mod istead of this.
 

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addi
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Re: [Mod] Gates, drawbridges and garage doors [gates]

by addi » Fri Jun 12, 2015 05:26

 

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Re: [Mod] Gates, drawbridges and garage doors [gates]

by TG-MyinaWD » Fri Jun 12, 2015 07:21

Huh me see no garage doors. unless didn't made an screenshot of so.
But anyways does do look great, and interesting. if could make it just right click like so on the stuff it would be bit more semantic guess can say.

Overall this might be great see on servers.

Semantic Using: Logic

Edit: Oh also do it work with mesh-nodes?
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addi
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Re: [Mod] Gates, drawbridges and garage doors [gates]

by addi » Fri Jun 12, 2015 07:59

garage doors are possible too, you just have to build it. :-)
currently there is no screen shot of a garage door, but feel free to take one.

yes, it also works with mesh-nodes
 

Doughty12
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Re: [Mod] Gates, drawbridges and garage doors [gates]

by Doughty12 » Wed Jan 20, 2016 11:02

i think garage doors are the best option
 

DoyleChris
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Re: [Mod] Gates, drawbridges and garage doors [gates]

by DoyleChris » Thu Jan 21, 2016 21:29

Need help setting this up not sure how to select the area.
 

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addi
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Re: [Mod] Gates, drawbridges and garage doors [gates]

by addi » Thu Jan 21, 2016 21:34

the easiest way is to install the world edit mod viewtopic.php?t=572
than you can easily select a area and use this in the gates configurator.
 

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addi
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Re: [Mod] Multinodegates, drawbridges and garage doors [gate

by addi » Mon Jul 04, 2016 09:25

Update: Now with tricky workaround to work with Minetest 0.4.14. Works still good ;-)
Also fixed some small bugs and added more small improvements. Increased gates volume and max distance.
 

BirgitLachner
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Re: [Mod] Multinode-gates, drawbridges and garage doors [gat

by BirgitLachner » Fri Feb 17, 2017 09:48

Man ... thats really cool ... such a simple way to have all kind of big gates.
 

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addi
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Re: [Mod] Multinode-gates, drawbridges and garage doors [gat

by addi » Fri Feb 17, 2017 09:50

Thanks :-D.
If you have any suggestions or ideas, they are welcome. :)
 


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