3.2 KiB
Shooter API Reference Alpha (DEV)
IMPORTANT: This WIP & unfinished file contains the definitions of current advanced_npc functions (Some documentation is lacking, so please bear in mind that this WIP file is just to enhance it)
Summary
- Introduction
- Register a Weapon
- Definition tables
Introduction
An experimental first person shooter mod that uses simple vector mathematics to produce an accurate and server-firendly method of hit detection.
By default this mod is configured to work only against other players in multiplayer mode and against Simple Mobs [mobs] in singleplayer mode.
Default configuration can be customised by adding a shooter.conf file to the mod's main directory, see shooter.conf.example for more details.
This is still very much a work in progress which I eventually plan to use as the base for a 'Spades' style FPS game using the minetest engine.
Register a Weapon
The API works with tools and items that represent a weapon, then you should register the weapon and another support items (like ammo).
Methods
shooter.register_weapon(weapon_name, {Weapon Definitions})
: Register a weapon itemweapon_name
is the itemstring for a tool to be registered
Global Tables
shooter.registered_weapons
: Registered weapons by itemstring
Definition tables
Weapon Definitions (shooter.register_weapon
)
{
description = "Rifle", -- Weapon description name
inventory_image = "guns_rifle.png", -- Inventory imagem for the weapon item
rounds = 100, --[[ Amount of shots
^ Refilled only by the defined reload item ]]
reload_item = "itemstring", --[[ Reload Item
^ If omitted, "shooter:ammo" is used ]]
unloaded_item = { -- OPTIONAL | Item to be registered for unloaded weapon item
name = "itemstring", -- Itemstring to be registered
description = "Rifle (Unloaded)", -- Weapon description name
inventory_image = "guns_rifle_unloaded.png", -- Inventory imagem for the unloaded weapon item
not_in_creative_inventory = true, -- OPTIONAL | If true, does not display unloaded item in creative inventory
},
spec = { -- Weapon Aspects
range = 200, -- Range (in blocks) of shot
tool_caps = { -- Tool capabilities for registered item tool
full_punch_interval = 1.0,
damage_groups={fleshy=3}
},
groups = { -- Projectile destruction force
snappy=3,
crumbly=3,
choppy=3,
fleshy=2,
oddly_breakable_by_hand=2
},
sounds = { -- Sound files
shot = "guns_rifle", -- When weapon shoots (if omitted, "guns_rifle" is used)
reload = "shooter_reload", -- When reload weapon (if omitted, "shooter_reload" is used)
fail_shot = "shooter_click", -- When the weapon fail by unloaded (if omitted, "shooter_click" is used)
},
particle = "shooter_bullet.png", -- Particle texture file name for projectile
},
}