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Re: set_animation() running backwards?

Eran wrote:You can set a negative animation frame speed, I just tried it out.

Tried that too, animation just did not run. I'll check again.
by Termos
Fri Aug 02, 2019 12:33
 
Forum: Modding Discussion
Topic: [Unsolved]set_animation() running backwards?
Replies: 6
Views: 245

[Unsolved]set_animation() running backwards?

I wonder if it is possible to run animation backwards, that is frame number decreases over time instead of increasing.
I've tried things like {x=10,y=1}, but it still runs forward and then wraps around.
by Termos
Fri Aug 02, 2019 11:57
 
Forum: Modding Discussion
Topic: [Unsolved]set_animation() running backwards?
Replies: 6
Views: 245

Re: Mobkit - Entity API [mobkit][alpha]

2019-07-30 18:50:36: ERROR[Main]: .minetest/mods/zombiestrd/init.lua:132: in function 'func' Not sure how to help, looks like this version of zombiestrd has been modified, there's a comment at line 132 in the original. What about adding a 'return' to the remember function? With this, you could set ...
by Termos
Thu Aug 01, 2019 21:38
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.10)

Mobkit version download link seems to be dead?

During the summer I'm not visiting my place very often, so no major updates for about a couple of months, but the very next item on the todo list is aquatic behaviors.
by Termos
Fri Jul 26, 2019 10:32
 
Forum: WIP Mods
Topic: [MOD] Petz (petz) (v8.5)
Replies: 703
Views: 30163

Re: Mobkit - Entity API [mobkit][alpha]

-iddle animations, more than one, and randomly selected, as the textures. Mobs redo have 5 max for each animation, but i do not understand this limit. Should work already, I added that a couple versions ago, doesn't it? I'm sure I've seen it working in Petz. -when runaway apply the run animation, i...
by Termos
Thu Jul 18, 2019 21:17
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: [Server] ZombieTest

Gundul, wildlife animals seem unkillable. Did you try redownloading 0.10.3? I double checked, the package seems fine.
by Termos
Thu Jul 18, 2019 21:08
 
Forum: Servers
Topic: [Server] ZombieTest
Replies: 84
Views: 5184

Re: Mobkit - Entity API [mobkit][alpha]

runs wrote:mobkit.heal(luaent,dmg) can increase over max_hp and mobkit.hurt(luaent,dmg) below 0.

No no, heal shouldn't increase over max hp, this is a bug sorry.
As to hurt, shouldn't really matter, you can choose.
by Termos
Mon Jul 15, 2019 07:49
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: Mobkit - Entity API [mobkit][alpha]

Damnation! The files must have mixed up somehow during the upload,
reuploaded again, please check.
by Termos
Sun Jul 14, 2019 22:56
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: Mobkit - Entity API [mobkit][alpha]

Release 0.10.3 mobkit : requested feature - variant textures. just provide more than 1 item in the textures table like so: textures={'tex1.png', 'tex2.png', ...} texture will be chosen randomly upon the first activation this chosen texture persists subsequent reactivations, server restarts etc. mob...
by Termos
Sun Jul 14, 2019 14:35
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: Post your screenshots!

Image
by Termos
Thu Jul 11, 2019 19:16
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9302
Views: 1122241

Re: Important changes: Define dungeon nodes in biome definit

I find it difficult to consider v6 terrain interesting enough to be worth it, it never rises above y = 47. I don't think max terrain height is what contributes to it being interesting, rather it's a function of view range, which is 100 by default, fairly small. Take v7 and cartpathian for example, ...
by Termos
Thu Jul 11, 2019 14:15
 
Forum: News
Topic: Important changes: Define dungeon nodes in biome definitions
Replies: 7
Views: 2038

Re: Mobkit - Entity API [mobkit][alpha]

Wildlife has crashed my Server Silicon Village: Thanks, this was one of these suckers that never occur in a local game. Updated the download link with fixed version. if pos==nil or opos==nil then return end It should return true so a behavior ends if its object is no longer there. Also there's a de...
by Termos
Mon Jul 08, 2019 08:51
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: Mobkit - Entity API [mobkit][alpha]

Clyde wrote: local liquidflag = node.drawtype=='liquid' and t

This is weird, looks like a typo.
Alas Im gonna be afk for a couple of weeks, Ill look into this as soon as I get back to my place.

Meanwhile you might check if youre using the latest, unmodified version.
by Termos
Mon Jul 01, 2019 15:52
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: Post your screenshots!

Image
by Termos
Thu Jun 27, 2019 14:28
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9302
Views: 1122241

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.19)

I'm obviously not the target audience, but I can see the animals are talentfully done and my youngest likes this mod a lot!
by Termos
Tue Jun 25, 2019 12:38
 
Forum: WIP Mods
Topic: [MOD] Petz (petz) (v8.5)
Replies: 703
Views: 30163

Re: Mobkit - Entity API [mobkit][alpha]

In the water they float if there is one block underwater, but with two blocks or more they died inmediately. This has to do with the distance from the shore rather than depth, mobs drown immediately if they can't find land within their view_range. This is to prevent searching very far away and mobs...
by Termos
Tue Jun 25, 2019 12:31
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: Post your screenshots!

Image
by Termos
Mon Jun 24, 2019 21:56
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9302
Views: 1122241

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.19)

runs wrote:v0.19:
mobkit version to download available.

Is the link ok? Looks like both links point to the same thing.
by Termos
Sun Jun 23, 2019 15:56
 
Forum: WIP Mods
Topic: [MOD] Petz (petz) (v8.5)
Replies: 703
Views: 30163

Re: Mobkit - Entity API [mobkit][alpha]

I've created a mobkit version of my Petz mod Cool! But I'm getting this: ERROR[Main]: mod "petz" has unsatisfied dependencies: "mobs" I've only seen the random clips, but already this mod looks like it could overtake Mobs Redo as dominant mob API. Thanks! You can also quickly ch...
by Termos
Sun Jun 23, 2019 15:46
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: Minetest is boring (clickbait) A few thoughts about Mine

A week ago, I added a discussion point to the next core dev meeting to work out what is needed to get mobs into MTG. Fixing collision detection could be a good start. e.g. this , this or maybe this After another 10 uneventful minutes I finish the game and delete it. Goes without saying that out of ...
by Termos
Sun Jun 23, 2019 11:20
 
Forum: General Discussion
Topic: Minetest is boring (clickbait) A few thoughts about Minetest
Replies: 85
Views: 4009

Re: Mobkit - Entity API [mobkit][alpha]

runs wrote:Yes, I have that bug, it resets to 10, the workaround is getting the hp, set the properties, and then set the hp again.

Yup, this is the workaround, but that was the last straw.
There are no good reasons to keep using the built in damage system in its current state, it has to go.
by Termos
Fri Jun 21, 2019 20:48
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: Mobkit - Entity API [mobkit][alpha]

Could you implement the same random mechanism for textures too?. Sure, makes sense. Actually it could be done easily even now. local obj=minetest.add_entity(... local textures = obj:get_properties().textures if #textures > 1 then obj:set_properties({textures={textures[math.random(#textures)]}}) end...
by Termos
Thu Jun 20, 2019 21:23
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: Mobkit - Entity API [mobkit][alpha]

If the wolf drawns, that is bad luck, but it would look more realistic than prey and predator circling along the shore :) This would work for rivers, but there's the same problem with other terrain features, like caves, steep slopes and cliffs. The real reason is deer start running when a wolf is o...
by Termos
Thu Jun 20, 2019 21:13
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184

Re: Post interesting mapgen settings here

Here are my current mg7 parameters. I disable mountains, floatlands, ridges, and caverns. To be honest, i gave up on mg7 on day one, on default settings it somehow manages to generate terrain that's both crazy and boring. Maybe it deserves another look though. One thing I might have discovered whil...
by Termos
Thu Jun 20, 2019 15:09
 
Forum: General Discussion
Topic: Post interesting mapgen settings here
Replies: 16
Views: 1827

Re: Mobkit - Entity API [mobkit][alpha]

I have an issue when a mob dies, lays one node above ground. This has to do with model alignment, depending where the center is relative to the model they may sink or hover above ground when rotated, because collision boxes aren't affected. If rotation is to be used extensively models have to be al...
by Termos
Mon Jun 17, 2019 18:26
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 438
Views: 23184
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