AspireMint reports: [Electrumese sword RMB] Right- ... #2718
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1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
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Reference: your-land/bugtracker#2718
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AspireMint reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
Sure, we could integrate, but maybe not wield a sword when talking to people :P
When the sword is pointed towards an entity and you rightclick, then it shoots a bullet. That is somewhat intended, since the sword can hardly determine whether you consider an entity to be shot at or to be talked to.
overall, minetest has too many actions and too few means of triggering them. since the bullet doesn't hurt them, and you can still talk to them while holding a sword, i don't think this is a huge problem.
i did notice that the bullet makes them "jump" slightly on collision. not sure whether that could be used for something bad.