T&C (OBSOLETE) - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Plugins (https://forum.cuberite.org/forum-1.html) +--- Forum: Plugin Releases (https://forum.cuberite.org/forum-2.html) +---- Forum: Archived Plugins (https://forum.cuberite.org/forum-18.html) +---- Thread: T&C (OBSOLETE) (/thread-827.html) |
T&C (OBSOLETE) - NiLSPACE - 03-24-2013 (OBSOLETE) Cuberite has explosions build in now T&C is a plugin that makes TNT and creepers (kinda) work again. Info you sadly don't get any particles or sounds when the TNT or creeper explodes. also an explosion doesn't trigger other TNT blocks. you can get damaged however and i even got it to work that the further you go from the explosion the less damage you get but it doesn't matter if you have amore on or not you still get the same amount of damage. RE: T&C - NiLSPACE - 04-09-2013 UPDATE: other people can now also get damaged by the explosions. RE: T&C - tonibm19 - 04-10-2013 (04-09-2013, 04:40 AM)STR_Warrior Wrote: UPDATE:The plugin don't work, When I turn on TNT with flint and steel, TNT don't do anything. RE: T&C - NiLSPACE - 04-10-2013 no you have to break the TNT to let it explode RE: T&C - tonibm19 - 08-16-2013 Can I use the code you wrote for my BetterMobs plugin? I want to make creepers and ghasts explode RE: T&C - NiLSPACE - 08-16-2013 Sure use all the code you want from my plugins RE: T&C - xoft - 08-16-2013 Why do you need separate plugin code for what can already be done by the server? cWorld has a DoExplosionAt function: /** Does an explosion with the specified strength at the specified coordinate a_SourceData exact type depends on the a_Source: | esOther | void * | | esPrimedTNT | cTNTEntity * | | esCreeper | cCreeper * | | esBed | cVector3i * | | esEnderCrystal | Vector3i * | | esGhastFireball | TBD | | esWitherSkullBlack | TBD | | esWitherSkullBlue | TBD | | esWitherBirth | TBD | | esPlugin | void * | */ void DoExplosiontAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData); Oh, right, I forgot to export it to the API. Now it's there. |