Ignite tnt minecart by fire charge
parent
9f344b4307
commit
04c8a08cc4
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@ -23,12 +23,16 @@ local function detach_driver(self)
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end
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end
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end
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end
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local function activate_tnt_minecart(self)
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local function activate_tnt_minecart(self, timer)
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if self._boomtimer then
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if self._boomtimer then
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return
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return
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end
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end
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self.object:set_armor_groups({immortal=1})
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self.object:set_armor_groups({immortal=1})
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self._boomtimer = tnt.BOOMTIMER
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if timer then
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self._boomtimer = timer
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else
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self._boomtimer = tnt.BOOMTIMER
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end
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self.object:set_properties({textures = {
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self.object:set_properties({textures = {
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"mcl_tnt_blink.png",
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"mcl_tnt_blink.png",
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"mcl_tnt_blink.png",
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"mcl_tnt_blink.png",
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@ -600,7 +604,7 @@ register_minecart(
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S("Minecarts can be used for a quick transportion on rails.") .. "\n" ..
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S("Minecarts can be used for a quick transportion on rails.") .. "\n" ..
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S("Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type."),
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S("Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type."),
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S("You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.") .. "\n" ..
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S("You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.") .. "\n" ..
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S("To obtain the minecart, punch it while holding down the sneak key.") .. "\n"
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S("To obtain the minecart, punch it while holding down the sneak key.") .. "\n" ..
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S("If it moves over a powered activator rail, you'll get ejected."),
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S("If it moves over a powered activator rail, you'll get ejected."),
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"mcl_minecarts_minecart.b3d",
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"mcl_minecarts_minecart.b3d",
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{"mcl_minecarts_minecart.png"},
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{"mcl_minecarts_minecart.png"},
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@ -3605,6 +3605,7 @@ function mobs:register_arrow(name, def)
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hit_player = def.hit_player,
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hit_player = def.hit_player,
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hit_node = def.hit_node,
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hit_node = def.hit_node,
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hit_mob = def.hit_mob,
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hit_mob = def.hit_mob,
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hit_object = def.hit_object,
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drop = def.drop or false, -- drops arrow as registered item when true
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drop = def.drop or false, -- drops arrow as registered item when true
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collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
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collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
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timer = 0,
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timer = 0,
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@ -3671,7 +3672,7 @@ function mobs:register_arrow(name, def)
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end
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end
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end
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end
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if self.hit_player or self.hit_mob then
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if self.hit_player or self.hit_mob or self.hit_object then
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for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
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for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
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@ -3690,11 +3691,18 @@ function mobs:register_arrow(name, def)
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and entity._cmi_is_mob == true
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and entity._cmi_is_mob == true
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and tostring(player) ~= self.owner_id
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and tostring(player) ~= self.owner_id
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and entity.name ~= self.object:get_luaentity().name then
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and entity.name ~= self.object:get_luaentity().name then
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self.hit_mob(self, player)
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self.hit_mob(self, player)
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self.object:remove();
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self.object:remove();
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return
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end
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if entity
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and self.hit_object
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and (not entity._cmi_is_mob)
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and tostring(player) ~= self.owner_id
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and entity.name ~= self.object:get_luaentity().name then
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self.hit_object(self, player)
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self.object:remove();
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return
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return
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end
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end
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end
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end
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@ -428,6 +428,9 @@ This function registers a arrow for mobs with the attack type shoot.
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'hit_mob' a function that is called when the arrow hits a mob;
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'hit_mob' a function that is called when the arrow hits a mob;
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this function should hurt the mob, the parameters are
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this function should hurt the mob, the parameters are
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(self, mob)
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(self, mob)
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'hit_object' a function that is called when the arrow hits an object
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that is neither a player nor a mob. this function should
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hurt the object, the parameters are (self, object)
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'hit_node' a function that is called when the arrow hits a node, the
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'hit_node' a function that is called when the arrow hits a node, the
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parameters are (self, pos, node)
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parameters are (self, pos, node)
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'tail' when set to 1 adds a trail or tail to mob arrows
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'tail' when set to 1 adds a trail or tail to mob arrows
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@ -95,6 +95,15 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
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}, nil)
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}, nil)
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end,
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end,
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hit_object = function(self, object)
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local lua = object:get_luaentity()
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if lua then
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if lua.name == "mcl_minecarts:tnt_minecart" then
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lua:on_activate_by_rail(2)
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end
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end
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end,
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-- Node hit, make fire
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-- Node hit, make fire
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hit_node = function(self, pos, node)
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hit_node = function(self, pos, node)
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if node.name == "air" then
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if node.name == "air" then
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