--vehicles/mounts api by D00Med, based on lib_mount(see below) --License of lib_mount: -- Minetest mod: lib_mount -- ======================= -- by blert2112 -- Based on the Boats mod by PilzAdam. -- ----------------------------------------------------------- -- ----------------------------------------------------------- -- Minetest Game mod: boats -- ======================== -- by PilzAdam -- License of source code: -- ----------------------- -- WTFPL --from lib_mount (required by new functions) local mobs_redo = false if minetest.get_modpath("mobs")then if mobs.mod and mobs.mod == "redo" then mobs_redo = true end end --attach position seems broken, and eye offset will cause problems if the vehicle/mount/player is destroyed whilst driving/riding local function force_detach(player) local attached_to = player:get_attach() if attached_to and attached_to:get_luaentity() then local entity = attached_to:get_luaentity() if entity.driver then if entity ~= nil then entity.driver = nil end end player:set_detach() end default.player_attached[player:get_player_name()] = false player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0}) player:set_properties({visual_size = {x=1, y=1}}) end function object_attach(entity, player, attach_at, visible, eye_offset) force_detach(player) entity.driver = player entity.loaded = true player:set_attach(entity.object, "", attach_at, {x=0, y=0, z=0}) -- this is to hide the player when the attaching doesn't work properly if not visible then player:set_properties({visual_size = {x=0, y=0}}) else player:set_properties({visual_size = {x=1, y=1}}) end player:set_eye_offset(eye_offset, {x=eye_offset.x, y=eye_offset.y+1, z=-40}) default.player_attached[player:get_player_name()] = true minetest.after(0.2, function() default.player_set_animation(player, "sit" , 30) end) entity.object:setyaw(player:get_look_yaw() - math.pi / 2) end function object_detach(entity, player, offset) entity.driver = nil entity.object:setvelocity({x=0, y=0, z=0}) player:set_detach() default.player_attached[player:get_player_name()] = false default.player_set_animation(player, "stand" , 30) player:set_properties({visual_size = {x=1, y=1}}) player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0}) local pos = player:getpos() pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} minetest.after(0.1, function() player:setpos(pos) end) end ------------------------------------------------------------------------------- minetest.register_on_leaveplayer(function(player) force_detach(player) end) minetest.register_on_shutdown(function() local players = minetest.get_connected_players() for i = 1,#players do force_detach(players[i]) end end) minetest.register_on_dieplayer(function(player) force_detach(player) return true end) ------------------------------------------------------------------------------- --mixed code(from this mod and lib_mount) timer = 0 --basic driving, use for basic vehicles/mounts, with optional weapons function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, moving_anim, stand_anim, jump, jump_anim, shoot_anim, shoot_y) --variables local shoot_y = shoot_y or 1.5 local ctrl = entity.driver:get_player_control() local velo = entity.object:getvelocity() local dir = entity.driver:get_look_dir(); --local vec_forward = {x=dir.x*speed,y=velo.y+1*-2,z=dir.z*speed} local vec_backward = {x=-dir.x*speed/4,y=velo.y+1*-2,z=-dir.z*speed/4} local vec_stop = {x=velo.x*decell,y=velo.y+1*-2,z=velo.z*decell} local yaw = entity.driver:get_look_yaw(); --timer local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2)) if absolute_speed <= speed and ctrl.up then timer = timer + 1*dtime end if not ctrl.up then timer = 0 end --timer dependant variables local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=velo.y+1*-2,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z} local vec_forward_hover = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=1.5,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z} local vec_forward_jump = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=4,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z} --respond to controls --water effects local pos = entity.object:getpos() local node = minetest.get_node(pos).name if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9}) elseif ctrl.up then entity.object:setyaw(yaw+math.pi+math.pi/2) entity.object:setvelocity(vec_forward) --lib_mount animation if moving_anim ~= nil and not entity.moving and not hovering then entity.object:set_animation(moving_anim, 20, 0) entity.moving = true end elseif ctrl.down then entity.object:setyaw(yaw+math.pi+math.pi/2) entity.object:setvelocity(vec_backward) --lib_mount animation if moving_anim ~= nil and not entity.moving and not hovering then entity.object:set_animation(moving_anim, 20, 0) entity.moving = true end elseif not ctrl.down or ctrl.up then entity.object:setyaw(yaw+math.pi+math.pi/2) entity.object:setvelocity(vec_stop) --lib_mount animation if moving_anim ~= nil and entity.moving and not hovering then entity.object:set_animation(stand_anim, 20, 0) entity.moving = false end end if ctrl.sneak and shoots and entity.loaded then local pname = entity.driver:get_player_name(); local inv = minetest.get_inventory({type="player", name=pname}); if inv:contains_item("main", arrow.."_item") or arrow == "vehicles:water" then local remov = inv:remove_item("main", arrow.."_item") entity.loaded = false local pos = entity.object:getpos() local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+shoot_y+dir.y,z=pos.z+0+dir.z*2}, arrow) local vec = {x=dir.x*14,y=dir.y*14,z=dir.z*14} local yaw = entity.driver:get_look_yaw(); obj:setyaw(yaw+math.pi/2) obj:setvelocity(vec) local object = obj:get_luaentity() object.launcher = entity.driver if shoot_anim ~= nil and entity.object:get_animation().range ~= shoot_anim then entity.object:set_animation(shoot_anim, 20, 0) end minetest.after(reload, function() entity.loaded = true if stand_anim ~= nil and shoot_anim ~= nil then entity.object:set_animation(stand_anim, 20, 0) end end) end end if jump == "hover" and ctrl.jump and not entity.jumpcharge then if not ctrl.up then local vec_hover = {x=velo.x+0,y=1,z=velo.z+0} entity.object:setvelocity(vec_hover) else entity.object:setvelocity(vec_forward_hover) end hovering = true if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then entity.object:set_animation(jump_anim, 20, 0) end minetest.after(5, function() entity.jumpcharge = true end) minetest.after(10, function() entity.jumpcharge = false hovering = false end) end if jump == "jump" and ctrl.jump and not entity.jumpcharge then if not ctrl.up then local vec_jump = {x=velo.x+0,y=4,z=velo.z+0} entity.object:setvelocity(vec_jump) else entity.object:setvelocity(vec_forward_hover) end hovering = true if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then entity.object:set_animation(jump_anim, 20, 0) end minetest.after(0.5, function() entity.jumpcharge = true end) minetest.after(1, function() entity.jumpcharge = false hovering = false end) end end --simplified in an attempt to reduce lag function object_drive_simple(entity, dtime, speed, decell) local ctrl = entity.driver:get_player_control() local velo = entity.object:getvelocity() local dir = entity.driver:get_look_dir(); local vec_forward = {x=dir.x*speed,y=velo.y+1*-2,z=dir.z*speed} local vec_backward = {x=-dir.x*speed,y=velo.y+1*-2,z=-dir.z*speed} local vec_stop = {x=velo.x*decell,y=velo.y+1*-2,z=velo.z*decell} local yaw = entity.driver:get_look_yaw(); entity.object:setyaw(yaw+math.pi+math.pi/2) if ctrl.up then entity.object:setvelocity(vec_forward) elseif ctrl.down then entity.object:setvelocity(vec_backward) elseif not ctrl.down or ctrl.up then entity.object:setvelocity(vec_stop) end end --same as above but with improvements for cars and nitro/boost function object_drive_car(entity, dtime, speed, decell, nitro_duration, move_anim, stand_anim) local ctrl = entity.driver:get_player_control() local velo = entity.object:getvelocity() local dir = entity.driver:get_look_dir() --speed indicator --minetest.chat_send_player(entity.driver:get_player_name(), ""..velocity.."") --timer local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2)) if absolute_speed <= speed and ctrl.up then timer = timer + 1*dtime end if not ctrl.up then timer = 0 end --stuff left behind for future --local xaccell = math.abs(math.atan(velo.x)) --local zaccell = math.abs(math.atan(velo.z)) local accell = 1 --vectors local vec_forward = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+4*dir.x,y=velo.y-0.5,z=dir.z*(speed*0.2)*math.log(timer+0.5)+4*dir.z} --local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=velo.y-0.5,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z} --local vec_forward = {x=dir.x*speed*accell,y=velo.y-0.5,z=dir.z*speed*accell} --local vec_nitro = {x=dir.x*(speed*1.5)*accell,y=velo.y-0.5,z=dir.z*(speed*1.5)*accell} local vec_nitro = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+8*dir.x,y=velo.y-0.5,z=dir.z*(speed*0.2)*math.log(timer+0.5)+8*dir.z} local vec_backward = {x=-dir.x*(speed/4)*accell,y=velo.y-0.5,z=-dir.z*(speed/4)*accell} local vec_stop = {x=velo.x*decell,y=velo.y-1,z=velo.z*decell} --face the right way local yaw = entity.driver:get_look_yaw(); --if ctrl.up or ctrl.down then entity.object:setyaw(yaw+math.pi+math.pi/2) --end if not entity.nitro then minetest.after(4, function() entity.nitro = true end) end --respond to controls --water effects local pos = entity.object:getpos() local node = minetest.get_node(pos).name if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9}) elseif ctrl.up and ctrl.sneak and entity.nitro then entity.object:setvelocity(vec_nitro) local pos = entity.object:getpos() minetest.add_particlespawner( 5, --amount 1, --time {x=pos.x-0.5, y=pos.y, z=pos.z-0.5}, --minpos {x=pos.x+0.5, y=pos.y, z=pos.z+0.5}, --maxpos {x=-velo.x, y=-velo.y, z=-velo.z}, --minvel {x=-velo.x, y=-velo.y, z=-velo.z}, --maxvel {x=-0,y=-0,z=-0}, --minacc {x=0,y=1,z=0}, --maxacc 0.1, --minexptime 0.2, --maxexptime 5, --minsize 10, --maxsize false, --collisiondetection "vehicles_nitro.png" --texture ) minetest.after(nitro_duration, function() entity.nitro = false end) --lib_mount animation if moving_anim ~= nil and not entity.moving then entity.object:set_animation(move_anim, 20, 0) entity.moving = true end elseif ctrl.up then entity.object:setvelocity(vec_forward) --lib_mount animation if moving_anim ~= nil and not entity.moving then entity.object:set_animation(move_anim, 20, 0) entity.moving = true end elseif ctrl.down then entity.object:setvelocity(vec_backward) --lib_mount animation if moving_anim ~= nil and not entity.moving then entity.object:set_animation(move_anim, 20, 0) entity.moving = true end elseif not ctrl.down or ctrl.up then entity.object:setvelocity(vec_stop) --lib_mount animation if stand_anim ~= nil and entity.moving then entity.object:set_animation(stand_anim, 20, 0) entity.moving = false end end --play engine sound if entity.sound_ready then minetest.sound_play("engine", {gain = 4, max_hear_distance = 3, loop = false}) entity.sound_ready = false minetest.after(11, function() entity.sound_ready = true end) end end --for boats and watercraft function object_float(entity, dtime, speed, decell) local ctrl = entity.driver:get_player_control() local velo = entity.object:getvelocity() local dir = entity.driver:get_look_dir() local pos = entity.object:getpos() local vec_forward = {x=dir.x*speed,y=velo.y,z=dir.z*speed} local vec_backward = {x=-dir.x*speed,y=velo.y,z=-dir.z*speed} local vec_stop = {x=velo.x*decell,y=velo.y,z=velo.z*decell} local yaw = entity.driver:get_look_yaw(); entity.object:setyaw(yaw+math.pi+math.pi/2) if minetest.get_node(pos).name == "default:river_water_source" or minetest.get_node(pos).name == "default:water_source" then entity.floating = true else entity.floating = false end if ctrl.up and entity.floating then entity.object:setvelocity(vec_forward) elseif ctrl.down and entity.floating then entity.object:setvelocity(vec_backward) elseif not ctrl.down or ctrl.up then entity.object:setvelocity(vec_stop) end end --attempts to improve object_drive_car --stationary object, useful for gun turrets etc. function object_turret(entity, dtime, height, arrow, shoot_interval) local ctrl = entity.driver:get_player_control() local yaw = entity.driver:get_look_yaw(); entity.object:setyaw(yaw+math.pi+math.pi/2) if ctrl.sneak and entity.loaded then local pname = entity.driver:get_player_name(); local inv = minetest.get_inventory({type="player", name=pname}); if inv:contains_item("main", arrow.."_item") then local remov = inv:remove_item("main", arrow.."_item") entity.loaded = false local pos = entity.object:getpos() local dir = entity.driver:get_look_dir(); local obj = minetest.env:add_entity({x=pos.x+dir.x*1.2,y=pos.y+height,z=pos.z+dir.z*1.2}, arrow) local yaw = entity.driver:get_look_yaw(); local vec = {x=dir.x*12, y=dir.y*12, z=dir.z*12} obj:setyaw(yaw+math.pi/2) obj:setvelocity(vec) local object = obj:get_luaentity() object.launcher = entity.driver minetest.after(shoot_interval, function() entity.loaded = true end) end end end --basic flying, with optional weapons function object_fly(entity, dtime, speed, accel, decell, shoots, arrow, reload, moving_anim, stand_anim, mode2) local mode2 = mode2 or "hold" local ctrl = entity.driver:get_player_control() local dir = entity.driver:get_look_dir(); local velo = entity.object:getvelocity() local vec_forward = {x=dir.x*speed,y=(dir.y*speed)/4+math.abs(velo.z+velo.x)/10,z=dir.z*speed} local vec_rise = {x=entity.object:getvelocity().x, y=speed*accel, z=entity.object:getvelocity().z} local acc_forward = {x=dir.x*accel/2,y=dir.y*accel/2+3,z=dir.z*accel/2} --local vec_backward = {x=-dir.x*speed,y=dir.y*speed+3,z=-dir.z*speed} --local acc_backward = {x=dir.x*accel/2,y=dir.y*accel/2+3,z=dir.z*accel/2} local vec_stop = {x=velo.x*decell, y=velo.y, z=velo.z*decell} local yaw = entity.driver:get_look_yaw(); --pitch doesn't work/exist --local pitch = entity.driver:get_look_pitch(); -- --timer -- local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2)) -- if absolute_speed <= speed and ctrl.up then -- timer = timer + 1*dtime -- end -- if not ctrl.up then -- timer = 0 -- end -- --timer dependant variables -- local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=dir.y*speed/4*math.atan(0.5*timer-2)+8*dir.y,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z} --water effects local pos = entity.object:getpos() local node = minetest.get_node(pos).name if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9}) elseif ctrl.up then entity.object:setyaw(yaw+math.pi+math.pi/2) --entity.object:setpitch(pitch+math.pi+math.pi/2) entity.object:setvelocity(vec_forward) entity.object:setacceleration(acc_forward) --elseif ctrl.down then --entity.object:setyaw(yaw+math.pi+math.pi/2) --entity.object:setpitch(pitch+math.pi+math.pi/2) --entity.object:setvelocity(vec_backward) --entity.object:setacceleration(acc_backward) --lib_mount animation if moving_anim ~= nil and not entity.moving then entity.object:set_animation(moving_anim, 20, 0) entity.moving = true end elseif ctrl.jump and mode2 == "rise" then entity.object:setyaw(yaw+math.pi+math.pi/2) entity.object:setvelocity(vec_rise) --lib_mount animation if moving_anim ~= nil and not entity.moving then entity.object:set_animation(moving_anim, 20, 0) entity.moving = true end elseif not ctrl.up and not ctrl.jump then entity.object:setyaw(yaw+math.pi+math.pi/2) entity.object:setvelocity(vec_stop) entity.object:setacceleration({x=0, y=-4.5, z=0}) --lib_mount animation if stand_anim ~= nil and entity.moving then entity.object:set_animation(stand_anim, 20, 0) entity.moving = false end end if ctrl.jump and ctrl.up and mode2 == "hold" then entity.object:setvelocity({x=dir.x*speed, y=0, z=dir.z*speed}) elseif not ctrl.jump and not ctrl.up then entity.object:setvelocity({x=velo.x*decell, y=-1, z=velo.z*decell}) end if ctrl.sneak and shoots and entity.loaded then local pname = entity.driver:get_player_name(); local inv = minetest.get_inventory({type="player", name=pname}); if inv:contains_item("main", arrow.."_item") then local remov = inv:remove_item("main", arrow.."_item") entity.loaded = false local pos = entity.object:getpos() local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+1.5+dir.y,z=pos.z+0+dir.z*2}, arrow) local vec = {x=dir.x*9,y=dir.y*9,z=dir.z*9} local yaw = entity.driver:get_look_yaw(); obj:setyaw(yaw+math.pi/2) obj:setvelocity(vec) local object = obj:get_luaentity() object.launcher = entity.driver minetest.after(reload, function() entity.loaded = true end) end end end --gliding function object_glide(entity, dtime, speed, decell, gravity, moving_anim, stand_anim) local ctrl = entity.driver:get_player_control() local dir = entity.driver:get_look_dir(); local velo = entity.object:getvelocity(); local vec_glide = {x=dir.x*speed*decell, y=velo.y, z=dir.z*speed*decell} local yaw = entity.driver:get_look_yaw(); if not ctrl.sneak then entity.object:setyaw(yaw+math.pi+math.pi/2) entity.object:setvelocity(vec_glide) entity.object:setacceleration({x=0, y=gravity, z=0}) end if ctrl.sneak then local vec = {x=0,y=gravity*15,z=0} local yaw = entity.driver:get_look_yaw(); entity.object:setyaw(yaw+math.pi+math.pi/2) entity.object:setvelocity(vec) end if velo.y == 0 then local pos = entity.object:getpos() for dx=-1,1 do for dy=-1,1 do for dz=-1,1 do local p = {x=pos.x+dx, y=pos.y-1, z=pos.z+dz} local t = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz} local n = minetest.env:get_node(p).name if n ~= "massdestruct:parachute" and n ~= "air" then local pos = entity.object:getpos() entity.object:remove() return end end end end end --lib_mount animation -- if velo.x == 0 and velo.y == 0 and velo.z == 0 then -- if stand_anim and stand_anim ~= nilthen then -- set_animation(entity, stand_anim) -- end -- return -- end -- if moving_anim and moving_anim ~= nil then -- set_animation(entity, moving_anim) -- end end --lib_mount (not required by new functions) -- local function is_group(pos, group) -- local nn = minetest.get_node(pos).name -- return minetest.get_item_group(nn, group) ~= 0 -- end -- local function get_sign(i) -- i = i or 0 -- if i == 0 then -- return 0 -- else -- return i / math.abs(i) -- end -- end -- local function get_velocity(v, yaw, y) -- local x = -math.sin(yaw) * v -- local z = math.cos(yaw) * v -- return {x = x, y = y, z = z} -- end -- local function get_v(v) -- return math.sqrt(v.x ^ 2 + v.z ^ 2) -- end -- lib_mount = {} -- function lib_mount.attach(entity, player, attach_at, eye_offset) -- eye_offset = eye_offset or {x=0, y=0, z=0} -- force_detach(player) -- entity.driver = player -- player:set_attach(entity.object, "", attach_at, {x=0, y=0, z=0}) -- player:set_properties({visual_size = {x=1, y=1}}) -- player:set_eye_offset(eye_offset, {x=0, y=0, z=0}) -- default.player_attached[player:get_player_name()] = true -- minetest.after(0.2, function() -- default.player_set_animation(player, "sit" , 30) -- end) -- entity.object:setyaw(player:get_look_yaw() - math.pi / 2) -- end -- function lib_mount.detach(entity, player, offset) -- entity.driver = nil -- player:set_detach() -- default.player_attached[player:get_player_name()] = false -- default.player_set_animation(player, "stand" , 30) -- player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0}) -- local pos = player:getpos() -- pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} -- minetest.after(0.1, function() -- player:setpos(pos) -- end) -- end -- function lib_mount.drive(entity, dtime, moving_anim, stand_anim, can_fly) -- entity.v = get_v(entity.object:getvelocity()) * get_sign(entity.v) -- local ctrl = entity.driver:get_player_control() -- local yaw = entity.object:getyaw() -- if ctrl.up then -- entity.v = entity.v + 0.1 -- elseif ctrl.down then -- entity.v = entity.v - 0.1 -- end -- if ctrl.left then -- if entity.v < 0 then -- entity.object:setyaw(yaw - (1 + dtime) * 0.03) -- else -- entity.object:setyaw(yaw + (1 + dtime) * 0.03) -- end -- elseif ctrl.right then -- if entity.v < 0 then -- entity.object:setyaw(yaw + (1 + dtime) * 0.03) -- else -- entity.object:setyaw(yaw - (1 + dtime) * 0.03) -- end -- end -- local velo = entity.object:getvelocity() -- if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then -- if stand_anim and stand_anim ~= nil and mobs_redo == true then -- set_animation(entity, stand_anim) -- end -- entity.object:setpos(entity.object:getpos()) -- return -- end -- if moving_anim and moving_anim ~= nil and mobs_redo == true then -- set_animation(entity, moving_anim) -- end -- local s = get_sign(entity.v) -- entity.v = entity.v - 0.02 * s -- if s ~= get_sign(entity.v) then -- entity.object:setvelocity({x = 0, y = 0, z = 0}) -- entity.v = 0 -- return -- end -- if math.abs(entity.v) > 5 then -- entity.v = 5 * get_sign(entity.v) -- end -- local p = entity.object:getpos() -- p.y = p.y - 0.5 -- local new_velo = {x = 0, y = 0, z = 0} -- local new_acce = {x = 0, y = 0, z = 0} -- if not is_group(p, "crumbly") then -- local nodedef = minetest.registered_nodes[minetest.get_node(p).name] -- if (not nodedef) or nodedef.walkable then -- entity.v = 0 -- new_acce = {x = 0, y = 1, z = 0} -- else -- new_acce = {x = 0, y = -9.8, z = 0} -- end -- new_velo = get_velocity(entity.v, entity.object:getyaw(), -- entity.object:getvelocity().y) -- entity.object:setpos(entity.object:getpos()) -- else -- p.y = p.y + 1 -- if is_group(p, "crumbly") then -- local y = entity.object:getvelocity().y -- if y >= 5 then -- y = 5 -- elseif y < 0 then -- new_acce = {x = 0, y = 20, z = 0} -- else -- new_acce = {x = 0, y = 5, z = 0} -- end -- new_velo = get_velocity(entity.v, entity.object:getyaw(), y) -- entity.object:setpos(entity.object:getpos()) -- else -- new_acce = {x = 0, y = 0, z = 0} -- if math.abs(entity.object:getvelocity().y) < 1 then -- local pos = entity.object:getpos() -- pos.y = math.floor(pos.y) + 0.5 -- entity.object:setpos(pos) -- new_velo = get_velocity(entity.v, entity.object:getyaw(), 0) -- else -- new_velo = get_velocity(entity.v, entity.object:getyaw(), -- entity.object:getvelocity().y) -- entity.object:setpos(entity.object:getpos()) -- end -- end -- end -- if can_fly and can_fly == true and ctrl.jump then -- new_velo.y = new_velo.y + 0.75 -- end -- entity.object:setvelocity(new_velo) -- entity.object:setacceleration(new_acce) -- end --other stuff function register_vehicle_spawner(vehicle, desc, texture, is_boat) minetest.register_craftitem(vehicle.."_spawner", { description = desc, inventory_image = texture, liquids_pointable = is_boat, wield_scale = {x = 1.5, y = 1.5, z = 1}, on_place = function(item, placer, pointed_thing) local dir = placer:get_look_dir(); local playerpos = placer:getpos(); if pointed_thing.type == "node" and not is_boat then local obj = minetest.env:add_entity(pointed_thing.above, vehicle) local object = obj:get_luaentity() object.owner = placer item:take_item() return item elseif pointed_thing.type == "node" and minetest.get_item_group(pointed_thing.name, "water") then local obj = minetest.env:add_entity(pointed_thing.under, vehicle) obj:setvelocity({x=0, y=-1, z=0}) local object = obj:get_luaentity() object.owner = placer item:take_item() return item end end, }) end --explodinate function explode(ent, radius) local pos = ent.object:getpos() minetest.add_particlespawner({ amount = 90, time = 4, minpos = {x=pos.x-0.6, y=pos.y, z=pos.z-0.6}, maxpos = {x=pos.x+0.6, y=pos.y+1, z=pos.z+0.6}, minvel = {x=-0.1, y=3.5, z=-0.1}, maxvel = {x=0.1, y=4.5, z=0.1}, minacc = {x=-1.3, y=-0.7, z=-1.3}, maxacc = {x=1.3, y=-0.7, z=1.3}, minexptime = 2, maxexptime = 3, minsize = 15, maxsize = 25, collisiondetection = false, texture = "vehicles_explosion.png" }) minetest.after(1, function() minetest.add_particlespawner({ amount = 30, time = 4, minpos = {x=pos.x-1, y=pos.y+2, z=pos.z-1}, maxpos = {x=pos.x+1, y=pos.y+3, z=pos.z+1}, minvel = {x=0, y=-1, z=0}, maxvel = {x=0, y=-2, z=0}, minacc = {x=0, y=-0.6, z=0}, maxacc = {x=0, y=-0.6, z=0}, minexptime = 1, maxexptime = 3, minsize = 1, maxsize = 2, collisiondetection = false, texture = "vehicles_explosion.png" }) end) end --out of date, left behind in case it is needed again function vehicle_drop(ent, player, name) if ent.owner == player then local pos = ent.object:getpos() minetest.env:add_item(pos, name.."_spawner") ent.object:remove() end end function destroy(ent, player, name) if ent.object:get_hp() == 0 and ent.owner == player then local pos = ent.object:getpos() minetest.env:add_item(pos, "vehicles:tank_spawner") end end