Add license, TODO notes to README. Portals can be attached to any
walkable node.master
parent
79d2117f38
commit
1f35d1140c
37
README.txt
37
README.txt
|
@ -1,9 +1,22 @@
|
|||
portalgun
|
||||
|
||||
The portal gun that shoots portals,
|
||||
which I guess is why they call it a portal gun :D
|
||||
|
||||
Portals teleport the player, mobs and dropped objects (use 'Q' to
|
||||
throw something into a portal)
|
||||
|
||||
|
||||
Originally by UjEdwin (Ver 0.5)
|
||||
Posted to forums at forum.minetest.net/viewtopic.php?f=9&t=12772
|
||||
on 2015 July 9th
|
||||
Heavily modified by Robert Munafo (mrob27)
|
||||
|
||||
LICENSE
|
||||
|
||||
Creative Commons Attribution 3.0 Unported (CC-BY-3.0)
|
||||
See creativecommons.org/licenses/by/3.0 for details
|
||||
|
||||
HOW TO INSTALL THIS MOD:
|
||||
1. Find your minetest folder, and create it if there isn't one yet (like if this is your first time installing a mod)
|
||||
Linux: It depends on what type of install you did.
|
||||
|
@ -28,6 +41,30 @@ still missing functions :)
|
|||
etc.). Use right-click for shooting orange portals. You can now only
|
||||
shoot portals onto steel blocks.
|
||||
|
||||
TODO
|
||||
Extra portals get created sometimes, possibly because of mishandling
|
||||
of nxt_id and failure to deal with entity deactivation/reactivation
|
||||
|
||||
Portals become "dark" when their position is inside a node. The
|
||||
proper fix here is to use better checks for deciding which way portal
|
||||
should face.
|
||||
|
||||
Portals are invisible when seen from behind, even though they still
|
||||
work.
|
||||
|
||||
Set player's velocity appropriately when exiting portal. On the
|
||||
forums, Hybrid Dog suggested
|
||||
(forum.minetest.net/viewtopic.php?f=9&t=12772#p184677) this can be
|
||||
done by creating an invisible, nonpointable entity (we'd need one per
|
||||
player) and doing set_attach on it (similarly to how boats work), then
|
||||
set the object's velocity, and then do a set_detach in a
|
||||
minetest.after callback to release the player after the engine has
|
||||
effected the velocity change. But actual experiments with the boat mod
|
||||
seem to indicate this won't work: the player's velocity returns to 0
|
||||
as soon as they are detached. So they would need to remain attached as
|
||||
long as they're still airborne, using a globalstep to detect when the
|
||||
invisible carrier hits something.
|
||||
|
||||
HOW TO PLAY:
|
||||
At present the only way to get a portal gun is to play Creative mode
|
||||
and get one in the inventory screen, or give one to yourself using
|
||||
|
|
4
init.lua
4
init.lua
|
@ -200,7 +200,9 @@ local function portal_useproc(itemstack, user, pointed_thing, RMB, remove)
|
|||
local pos = pointed_thing.under
|
||||
local node = node_ok(pos)
|
||||
local nn = node.name
|
||||
if not string.find(nn, "default:steel") then
|
||||
|
||||
-- NOTE: We might also want to exclude certain node types (e.g. steps, fence, trapdoors, etc)
|
||||
if (not node.walkable) then
|
||||
return itemstack
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in New Issue