Add license, TODO notes to README. Portals can be attached to any
walkable node.master
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README.txt
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README.txt
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@ -1,9 +1,22 @@
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portalgun
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portalgun
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The portal gun that shoots portals,
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which I guess is why they call it a portal gun :D
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Portals teleport the player, mobs and dropped objects (use 'Q' to
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throw something into a portal)
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Originally by UjEdwin (Ver 0.5)
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Originally by UjEdwin (Ver 0.5)
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Posted to forums at forum.minetest.net/viewtopic.php?f=9&t=12772
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Posted to forums at forum.minetest.net/viewtopic.php?f=9&t=12772
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on 2015 July 9th
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on 2015 July 9th
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Heavily modified by Robert Munafo (mrob27)
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Heavily modified by Robert Munafo (mrob27)
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LICENSE
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Creative Commons Attribution 3.0 Unported (CC-BY-3.0)
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See creativecommons.org/licenses/by/3.0 for details
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HOW TO INSTALL THIS MOD:
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HOW TO INSTALL THIS MOD:
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1. Find your minetest folder, and create it if there isn't one yet (like if this is your first time installing a mod)
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1. Find your minetest folder, and create it if there isn't one yet (like if this is your first time installing a mod)
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Linux: It depends on what type of install you did.
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Linux: It depends on what type of install you did.
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@ -28,6 +41,30 @@ still missing functions :)
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etc.). Use right-click for shooting orange portals. You can now only
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etc.). Use right-click for shooting orange portals. You can now only
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shoot portals onto steel blocks.
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shoot portals onto steel blocks.
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TODO
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Extra portals get created sometimes, possibly because of mishandling
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of nxt_id and failure to deal with entity deactivation/reactivation
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Portals become "dark" when their position is inside a node. The
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proper fix here is to use better checks for deciding which way portal
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should face.
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Portals are invisible when seen from behind, even though they still
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work.
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Set player's velocity appropriately when exiting portal. On the
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forums, Hybrid Dog suggested
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(forum.minetest.net/viewtopic.php?f=9&t=12772#p184677) this can be
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done by creating an invisible, nonpointable entity (we'd need one per
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player) and doing set_attach on it (similarly to how boats work), then
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set the object's velocity, and then do a set_detach in a
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minetest.after callback to release the player after the engine has
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effected the velocity change. But actual experiments with the boat mod
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seem to indicate this won't work: the player's velocity returns to 0
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as soon as they are detached. So they would need to remain attached as
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long as they're still airborne, using a globalstep to detect when the
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invisible carrier hits something.
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HOW TO PLAY:
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HOW TO PLAY:
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At present the only way to get a portal gun is to play Creative mode
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At present the only way to get a portal gun is to play Creative mode
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and get one in the inventory screen, or give one to yourself using
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and get one in the inventory screen, or give one to yourself using
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4
init.lua
4
init.lua
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@ -200,7 +200,9 @@ local function portal_useproc(itemstack, user, pointed_thing, RMB, remove)
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local pos = pointed_thing.under
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local pos = pointed_thing.under
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local node = node_ok(pos)
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local node = node_ok(pos)
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local nn = node.name
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local nn = node.name
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if not string.find(nn, "default:steel") then
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-- NOTE: We might also want to exclude certain node types (e.g. steps, fence, trapdoors, etc)
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if (not node.walkable) then
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return itemstack
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return itemstack
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end
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end
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