So as to not override all armor items to 0.2
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|models||10 months ago|
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|.gitattributes||10 months ago|
|LICENSE.txt||10 months ago|
|README.MD||10 months ago|
|description.txt||10 months ago|
|i_example_cape.lua||10 months ago|
|i_functions.lua||10 months ago|
|init.lua||10 months ago|
|mod.conf||10 months ago|
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|settingtypes.txt||10 months ago|
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_, __, _, __, _, _ _, __, ~_) | \ / \ |_) |\/| / \ |_) _) |_/ |~| | \ | | \ / | \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ __, _, , _ _ _, _ _, _, _ _ _ _, _ _, _ _ _, _ _, |_ | \ | | |\ | / _ (_ | | | |\/| |\/| | |\ | / _ | |_, \| | | \| \ / , ) |/\| | | | | | | | \| \ / ~ ~ ~ ) ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~'
This is a small utility mod which adds some new animations to the default 3d_armor animations, the new animations are:
|Animation| Start | End | FPS | |---------|-------|-----|-----| |Swim | 246 | 279 | 30 | |Swim Atk | 285 | 318 | 30 | |Fly | 325 | 334 | 30 | |Fly Atk | 340 | 349 | 30 | |Fall | 355 | 364 | 30 | |Fall Atk | 365 | 374 | 30 | |Duck Std | 380 | 380 | 30 | |Duck | 381 | 399 | 30 | |Climb | 410 | 429 | 30 |
I have done my best to trigger the animations in the correct circumstances when viewing the player model in 3rd person.
I have only tested this against minetest versions 5.0 to 5.3
without 3d_armor and its required mods this mod does nothing.
Don't forget to disable example_cape before using in a game, although I didn't create a reciepe for it so you would need creative/give access to get one.
Swimming - You must be in at least 2 nodes depth of liquid/flowing liquid and moving otherwise your character will simply wade through the liquid or float (stand). If you sink close to the bottom while submerged in the liquid your character will automatically stand on the bottom.
Swim through - Hold shift down while swimming, you will sink but will also now be able to swim through 1x1 tunnels.
Flying - Character/player must have fly_privs you must have at least 2 nodes of airlike nodes between you and the ground otherwise your character will simply/stand or walk ready to land. You also need some type of movement horizontally to trigger the animation otherwise your character will simply stand in the air to emulate hovering.
Falling - Character/player must have 4 nodes of airlike nodes between them and the ground. Easiest to trigger if fly_privs have been removed but you can fall with fly_privs. Max falling speed is set by terminal velocity, however holding shift down will let you exceed terminal velocity.
Crouching - Press shift while standing in the open and then walk forward.
Crouching under - Simply walk through a gap 1.5 nodes tall. Player/character must be facing the space and walking forwards.
Turn off Animation or Crouch Rule
From MT Main Menu go to "Settings" then "All Settings" then "Mods" then "3d_armor_flyswim"
capes_add_to_3darmor - Default is enabled - Makes capes an armor item avaliable via 3d_armor (1 test cape included)
example_cape - Default is enabled - The example cape "Someones Cape" is avaliable which grants fly_privs when worn and a 100% speed increase
fly_anim - Default is enabled - Will show the flying animation
fall_anim - Default is enabled - Will show the falling animation
fall_tv - Default is 100 - This is terminal velocity, 100 represents approximatly 100kp/h however player/character speed will oscilate around this speed. Without this limit when falling characters simply accelerate endlessly (until they hit chunk load edge).
swim_anim - Default is enabled - Will show swim animation
swim_sneak - Default is enabled - Will allow character/player to swim through a hole 1x1 in size when underwater.
climb_anim - Default is enabled - Will show climb animation
crouch_anim - Default is enabled - Will show crouch/duck animation
crouch_sneak - Default is enabled - Will allow character/player to walk through a gap 1.5 nodes high when on land.
Why are Capes Included?
I found it best to keep capes included in this mod with the option to enable or disable. This is because capes needs the new b3d player model so they are displayed as part of armor instead of part of the player. However as I didn't want to force anyone into using capes as armor items I created a second optional player model which keeps capes with the player textures.
The above would create a circular dependancy if capes was it's own mod. Capes would have a dependency on Fly/Swim but Fly/Swim needs to know if Capes mod is present so as to load the correct b3d player model.
Given the above I have kept capes inside this mod with an option to enable/disable it under Settings>>All Settings>>Mods>>3d_armor_flyswim by default capes are set to Enabled/true
Capes provide minimal additional armor, about half as much as wooden boots by default.
What nodes are set as Flyable/Swimmable?
Any node which has the drawtype set as "airlike", "liquid" and "flowingliquid" will automatically be flyable or swimmable.
Big thanks to Gundul for pointing out a better way to do this.
Headanimation is incorporated
I have incorporated "headanim" mod content by LoneWolfHT as it was easier to include and then customise for this mod than try to interface with "headanim". Full credit to LoneWolfHT for the functionality. I did modify the functionality a little so visually when in 3rd person view Sams head will:
~ Regular animations when looking down Sams chin now rests on his chest (about a 60 degree angle).
~ Regular animations when looking up Sam only bends head back to the same 60 degrees.
~ Swimming and flying you can look down full 90 degrees, straight ahead 0 degrees, however head motion is restricted to 30 degrees back.
Make sure you disable "headanim" if you have it installed, although I found no serious issues with both enabled the mods could fight one another for control of head position.