51 lines
1.9 KiB
Plaintext
51 lines
1.9 KiB
Plaintext
Meshnodes for Minetest [meshnode]
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=================================
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Meshnodes is a mod that transforms ordinary cubic nodes into a connected
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array of replica entities to which players can attach to and manoeuvre.
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To use, simply build or place a model using only fully cubic nodes
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(i.e. no stairs, slabs or nodeboxes for now). Next place a meshnode controller
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in the appropriate position, the operator will be attached directly on top
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of the controller node. Now right click the controller and enter the
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minimum and maximum extents of the model (relative to the controller x,y,z)
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e.g. for a 3x3 square of nodes with the controller placed above the center
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node, the relative positions would be minp = -1,-1,-1 maxp = 1,0,1
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Alternatively, if you are using worldedit, you can use the position
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markers to define the extents of the model. However, this must be done
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before the controller is placed.
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Controls
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========
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[Up] Forward
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[Down] Reverse
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[Left] Rotate Left
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[Right] Rotate Right
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[Jump] Up
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[Sneak] Down
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[RMB] Attach/Detach
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Limitations
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===========
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Only works for nodes with drawtype normal, allfaces_optional or glasslike.
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Models will disappear or become detached from the controller if they become
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unloaded. This can cause the server to warn against excessive objects and
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destroy them accordingly.
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I have tried a number of ways the get the models to persist after a server
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restart but so far all of my efforts have been thwarted by minetest's buggy
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object management system. I also wanted to be able to attach 'passengers'
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to the entities, however, this has not been possible for the same reason.
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Know Issues
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===========
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The player controlling the entity may appear to be connected to the wrong
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part of the model when viewed by a player that was not present during the
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initial attachment. Currently the only solution is for the operator to
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detach then re-attach to the model in the presence of said player.
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