Time Nick Message 18:38 Taoki Hello. I figured out how to loop a sound at a node's position properly. However, is there a way to make a looped sound stop when you break that node? Without intensive checks 18:40 w_laenger you could look at the fire mod 18:41 Taoki w_laenger: Fire nodes are removed by a scripted / timed function, so that can easily call a sound_stop. But when you break the node by hand, I don't know if there's any way to do it 18:41 Taoki Erm, actually, I believe a function is called for on_remove 18:41 Taoki I could link it to that I guess... 18:43 w_laenger http://dev.minetest.net/minetest.register_on_dignode 18:44 Taoki w_laenger: Problem is, I also need it to execute if the node is removed by placing another node in its place. This is possible in some special cases, like placing a silod node where a fluid source was 18:44 Taoki **solid 18:44 Taoki Is there a version for that too? 18:44 w_laenger on place 18:45 Taoki register_on_placenode? Isn't that executed when you place a node of that type? 18:46 w_laenger yes 18:47 w_laenger if the node gets removed eg with a mining laser... 18:47 Taoki Yeah. Was looking for a function that gets executed if a node is removed because any other type of node is put in its place 18:47 Taoki ah 18:47 w_laenger the mining laser uses minetest.node_dig 18:48 Taoki But if I put it on a fluid node and that's removed with a dirt block put in its place, register_on_placenode still executes? 18:48 w_laenger no 18:48 Taoki ok. Any alternatives then? 18:48 w_laenger you could make the sound short 18:49 Taoki It loops, probably doesn't make a difference 18:50 w_laenger I think the fire sound stops after fire gets removed 18:50 w_laenger eg with tnt 18:50 Taoki Yeah. A function handles the removing, so a script function can be called easily there 18:50 Taoki Also, I just noticed the fire sound isn't removed if I put the fire out by placing a dirt block on top of it. It still loops there forever 18:53 w_laenger I tried it 18:53 w_laenger for me the sound doesn't stop, too 18:54 Taoki Yep, it's a bug 18:54 Taoki Apparently because there's no function called when a node is removed, regardless of the means in which it got removed 18:54 Taoki BBL 18:55 w_laenger I think such a function would usually create too much lag 18:55 w_laenger If you rejoin the sound disappeares 19:00 w_laenger bye, bas