Give the arrows a far less laggy look with an attached particle spawner with critical shot.
This commit is contained in:
parent
60cfbe4bfe
commit
7e03f86b84
|
@ -171,27 +171,23 @@ function ARROW_ENTITY.on_step(self, dtime)
|
|||
|
||||
if self._damage >= 9 and self._in_player == false then
|
||||
minetest.add_particlespawner({
|
||||
amount = 1,
|
||||
time = .001,
|
||||
minpos = pos,
|
||||
maxpos = pos,
|
||||
amount = 20,
|
||||
time = .2,
|
||||
minpos = vector.new(0,0,0),
|
||||
maxpos = vector.new(0,0,0),
|
||||
minvel = vector.new(-0.1,-0.1,-0.1),
|
||||
maxvel = vector.new(0.1,0.1,0.1),
|
||||
minexptime = 0.5,
|
||||
maxexptime = 0.5,
|
||||
minsize = 2,
|
||||
maxsize = 2,
|
||||
attached = self.object,
|
||||
collisiondetection = false,
|
||||
vertical = false,
|
||||
texture = "mobs_mc_arrow_particle.png",
|
||||
glow = 1,
|
||||
})
|
||||
end
|
||||
-- We just check for any hurtable objects nearby.
|
||||
-- The radius of 3 is fairly liberal, but anything lower than than will cause
|
||||
-- arrow to hilariously go through mobs often.
|
||||
-- TODO: Implement an ACTUAL collision detection (engine support needed).
|
||||
|
||||
|
||||
local closest_object
|
||||
local closest_distance
|
||||
|
|
Loading…
Reference in New Issue
Block a user