Search found 341 matches

by Termos
Mon Dec 09, 2019 19:38
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

Update 191209

fixes:
  • fixed possible crash on slow machines, where entities can spawn in water next to unloaded blocks.
  • fixed possible problem on slow machines when entity timeout is set shorter than dtime duration.
by Termos
Sun Dec 08, 2019 18:23
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

Umm, why do you say I need to have torso spawn a new one? It should stay the same after the restart, I mean the same coords, right? Better question, why save? Coords are always the same, and persisting rotation makes no sense whatsoever. Just reattach a new head instead of wasting resources. You me...
by Termos
Sun Dec 08, 2019 09:28
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

Talking in-short how I implemented the saving of the head attachment after the restart: Wait, don't. Just make heads' static_save=false a requirement and have the torso spawn a new one on every activation. adding checking name of the entity in each function ('actfunc', 'stepfunc' and 'stepfunc'). I...
by Termos
Sat Dec 07, 2019 16:24
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

It`s just strange, may your API not allow to attach any objects to the main ones? It definitely does, check sailing_kit code, it does just that. If you mean that lastvelocity problem, I'm pretty sure it's unrelated to set_attach, probably there's an entity connected to stepfunc and not connected to...
by Termos
Fri Dec 06, 2019 14:19
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

Instead of 20 node gaps you could do 5 node gaps instead. Might make more sense to modders too For starters I'd be happy with around two. There's the problem of finding the shortest jump across, because it would look stupid if they jumped a narrow crack at a sharp angle, with 5m that still would be...
by Termos
Thu Dec 05, 2019 16:31
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

Lone_Wolf wrote:Are you planning on making them jump across gaps like this? Maybe using jump_height to determine how large of a gap they can jump across
Yes I am.
However with 5m jump height your spider would be able to leap over 20m+ gaps, and that's a lotta nodes to check.
by Termos
Thu Dec 05, 2019 15:43
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

Update 191205

changes:
  • fixed is_neighbor_node_reachable failing check when extreme jump_height (Lone Wolf)
  • self.isinliquid now holds liquid node name or nil as opposed to true/false (Gundul)
by Termos
Wed Dec 04, 2019 19:58
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

My collisionbox: collisionbox = {-0.5, -0.3, -0.5, 0.5, 0.5, 0.5}, This box is a hair wider than a node, there's no way it can fit in a 1 node gap. Also movement is not exact, so even slightly smaller boxes would usually hang on neighboring nodes. This spider has a jump height of 5 yet it won't jum...
by Termos
Wed Dec 04, 2019 19:43
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

What do you mean 'and not be hooked up to mobkit?'. Why? Is that needed to be separate from the main API? The head is just an attachment, not an independent entity/mob, there are no reasons for it to have separate logic, physics, awareness, function queues etc. All that would be just waste of cpu c...
by Termos
Wed Dec 04, 2019 08:58
Forum: Mod Releases
Topic: [Mod] Fancy Cars [cars]
Replies: 10
Views: 1055

Re: [Mod] Fancy Cars [cars]

Very cool but needs refinement. I'm noticing that the player pov is rotating around the center of the cars collision box? I don't think such refinement is currently possible, In one of my mods I tried to work around it by attaching an intermediary 'seat' entity, and then attaching player to it. Wor...
by Termos
Wed Dec 04, 2019 08:50
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

You could do it via bone rotation, instead of using separate entities I don't know of a way of doing this without using separate entities, can you elaborate? Was testing a mob that was set to follow me around and I noticed that almost every time it tried to jump over a bush it would get stuck in a ...
by Termos
Tue Dec 03, 2019 18:32
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

could you please find out based on my code why it crashes? Haven't found anything in the code that could produce such an error, probably the cause is elsewhere, entity definition perhaps? This problem could arise if an entity had on_step=mobkit.stepfunc, but on_activate wasn't defined properly. We'...
by Termos
Mon Dec 02, 2019 21:09
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

Um, I would like to add these changes in your library, not separately, then would make a PR to be merged if you approved it. And a request: could you please find out based on my code why it crashes Ah ok then, it's fine, just give me some time to check it out and consider. Normally I'm against addi...
by Termos
Mon Dec 02, 2019 20:09
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

An error causes for unknown reason after I added a code of head attachment in mobkit.actfunc: Do not modify mobkit if you're ever going to distribute your stuff for use with MT, or you're breaking your own or someone else's mods, depending on which one gets loaded first. It's a shared API. You shou...
by Termos
Mon Dec 02, 2019 13:06
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

Termos, I`m trying to define a field with 'head' key for saving an entity string in the entity def table of minetest.register_entity(), but actually this own field is not entered (I viewed it via minetest.registered_entities, also called get_properties() method and both don`t have it inside themsel...
by Termos
Mon Dec 02, 2019 13:01
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

Like in my water_life not every animal likes every kind of fluid. Riverfish can be caught now and be released somewhere. I use isinliquid actually to do damage if released on land. If released in lava, the lava would do the damage itself I guess ? [...] Would make it easier too to keep sharks in se...
by Termos
Sun Dec 01, 2019 17:17
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

would it be possible that "self.isinliquid" could hold the name of the liquid source node or nil instead of just true or false ? Should be no problem I guess, I'll consider. Just tell me what you need it for. The eagle already flies very nicely. Best results I had so far in singleplayer. ...
by Termos
Sat Nov 30, 2019 12:42
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

New Aerotest demo featuring Extex' eagle as an ambient mob. aerotest003.zip This time it's a little bit more server friendly as is, the magic word has been removed, instead they'll try to spawn roughly every 30 mins. Eagles are removed if their velocity goes below 2m/s (i.e. they crash), their time...
by Termos
Fri Nov 29, 2019 19:08
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

Ok, thanks. And also other question: tyaw means what yaw should be as a result or how many rads necessary to turn? Tyaw stands for target yaw, this is what you want the yaw to be after everything's done. The variable holding rads to turn during an engine step is called step (yeah i know sorry). And...
by Termos
Fri Nov 29, 2019 12:23
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

I would like to write a function mobkit.lq_lookat() that will allow smoothly mobs` heads to rotate towards to all 3rd dimensions Important: you would use mobkit.lq_lookat if you're going to make a PR for mobkit, if it's for your mod, it has to be something else, like [yourmod].lq_lookat of just lq_...
by Termos
Fri Nov 29, 2019 11:38
Forum: Modding Discussion
Topic: Entity train
Replies: 3
Views: 211

Re: Entity train

Tricky to do using entities, and probably wouldn't look so well because of how client prediction works in mt, it would be all wobbly.

Maybe consider doing it using nodes? You just put a new node adjacent to the first, and delete the last.
by Termos
Fri Nov 29, 2019 11:21
Forum: Modding Discussion
Topic: In-game speed (again ;) )
Replies: 5
Views: 239

Re: In-game speed (again ;) )

voxelproof wrote:The idea is to make hangglider flight work independently of default player's walking speed and, moreover, of direction keys (WSAD) in general
That's easy if the player is attached to the glider, then the glider entity controls all movement and you don't need to worry about player physics at all.
by Termos
Fri Nov 29, 2019 11:09
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

I think you can just set stepheight (Ctrl+F it in the mobkit/minetest api files) to 1 Stepheight was extremely glitchy last time I checked, so I don't rely on it. It also works instantly, so not exactly what Extex seems to be going for. Another jumping-related question: I haven't looked too closely...
by Termos
Wed Nov 27, 2019 18:43
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

Extex wrote:Eagle is done
Great, hopefully I'll be able to check it out this weekend.

Do you mind if I use it in Wildlife? What license is it?
Would you'd like to rig the other wildlife animals by any chance?
by Termos
Mon Nov 18, 2019 11:23
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36279

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

On the topic of collision boxes. How would I go about messing with terrain detection with larger collision boxes? For now you might experiment with get_nodes_in_area() there are two modes, default returns a table of unique nodes that intersect with the box as keys, full mode returns all nodes index...