[Mod] PvP Characters to fight! [0.1.1] [badplayer]

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maikerumine
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[Mod] PvP Characters to fight! [0.1.1] [badplayer]

by maikerumine » Post

NOTE: Please see ESMOBS for all future development of this project.
https://github.com/maikerumine/esmobs
viewtopic.php?f=9&t=13616

This is an aggressive mob of 30 characters based off of the mods: simpleskins and mobs redo.
I wanted to create a somewhat realistic PvP online experience in a singleplayer world by using these skins and having them chase you down.
Image
When you kill one, you shall get various reward / weapon. All 30 players have different characteristics like speed, viewing range, and reward. Great for single player PvP.
Image

OLD -Before I added weapons and npc type. Video:
https://www.youtube.com/watch?v=67EFsNWC2rM


Known bugs:

a yaw function error pops up from time to time.FIXED!
swimming isn't that great.
can be laggy if loaded in a heavy modded world.

20150214 UPDATE: Fixed yaw problem and tweaked rewards and fixed HP.
20150209 UPDATE:Added weapons in their hands and more reward, tweaked the HP a bit, made some of these people npc to help you fight monsters, and they will fight back if attacked.[/b]
20150203 UPDATE: to be compatible with my "dirtmons" mob. This mob will attack monsters and you!

License: WTFPL


Get them on github.

BADPLAYER: https://github.com/maikerumine/badplayer

DIRTMONS: https://github.com/maikerumine/dirtmons

To install: make sure the mod is named badplayer and put it in your mods folder




DOWNLOAD:

https://github.com/maikerumine/badplaye ... master.zip
Attachments
bb2.png
bb2.png (572.8 KiB) Viewed 1624 times
bb1.png
bb1.png (447.65 KiB) Viewed 1624 times
Last edited by maikerumine on Fri Nov 20, 2015 06:41, edited 4 times in total.
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lightonflux
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Re: [Mod] PvP Characters to fight! [0.1.0] [badplayer]

by lightonflux » Post

License: Do What You Want With It!
Do you mean the WTFPL? → http://www.wtfpl.net/

If you don't care at all then CC0 is the way to go.

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maikerumine
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Re: [Mod] PvP Characters to fight! [0.1.0] [badplayer]

by maikerumine » Post

lightonflux wrote:
License: Do What You Want With It!
Do you mean the WTFPL? → http://www.wtfpl.net/

If you don't care at all then CC0 is the way to go.
Indeed! I forgot the acronym. Editing now...
Thanks!
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ExeterDad
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Re: [Mod] PvP Characters to fight! [0.1.0] [badplayer]

by ExeterDad » Post

Entertaining video! So how hard would it be to use a player model that would wield the weapn they drop? It would be like taking it from them after you kill them.

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Re: [Mod] PvP Characters to fight! [0.1.0] [badplayer]

by maikerumine » Post

ExeterDad wrote:Entertaining video! So how hard would it be to use a player model that would wield the weapn they drop? It would be like taking it from them after you kill them.
Thanks!
Great idea! For me it would be difficult, the thought had crossed my mind. Take a look at Adventuretest by Brandon Reese, the mobs wield weapons like bow/arrow and can shoot! pretty slick. I know we can add multiple inventory items, which may become too much clutter. I can try to cobble together some of other codes to make something like this work.

Example from adventuretest barbarian code:

Code: Select all

mobs:register_mob("mobs:barbarian2", {
	type = "barbarian",
	hp_min = 20,
	hp_max = 65,
	exp_min = 10,
	exp_max = 65,
	collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
	visual = "mesh",
	mesh = "3d_armor_character.x",
	textures = {"mobs_barbarian2.png",	
				"3d_armor_trans.png",
				[color=#BF4040]minetest.registered_items["default:axe_steel"].inventory_image[/color],
			},
Clever coding.
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Re: [Mod] PvP Characters to fight! [0.1.0] [badplayer]

by Krock » Post

Could you add characters which only attack to defense?
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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Re: [Mod] PvP Characters to fight! [0.1.0] [badplayer]

by maikerumine » Post

Krock wrote:Could you add characters which only attack to defense?
Great idea, I looked at the defense code...

All the defense code is one of a kind, there is no "type" assigned to the mobs so there is no way to make badplayer chase down the defense mobs. :-( Bummer, I was looking forward to making this work.

badplayer chases type monster and player because they are registered as a type: type = "badp",

Code: Select all

dofile(minetest.get_modpath("badplayer").."/api.lua")

bp:register_mob("badplayer:badplayer1", {
	type = "badp",
	hp_max = 5,
	collisionbox = {-0.3, -1.0, -0.3, 0.3, 0.8, 0.3},
	visual = "mesh",
	mesh = "badplayer.x",
	textures = {"badplayer1.png"},
	visual_size = {x=1, y=1},
	makes_footstep_sound = true,
	view_range = 65,
	walk_velocity = 1,
	run_velocity = 3,
	damage = 2,
	drops = {
		{name = "default:apple",
		chance = 1,
		min = 3,
		max = 5,},
	},
	armor = 100,
	drawtype = "front",
	water_damage = 0,
	lava_damage = 5,
	light_damage = 0,
	on_rightclick = nil,
	attack_type = "dogfight",
	animation = {
		speed_normal = 17,
		speed_run = 25,
		stand_start = 0,
		stand_end = 40,
		walk_start = 168,
		walk_end = 187,
		run_start = 168,
		run_end = 187,
		punch_start = 189,
		punch_end = 191,
	}
})

defense is unique where there is not type assigned:

Code: Select all

defense.mobs.register_mob("defense:unggoy", {
	hp_max = 3,
	collisionbox = {-0.4,-0.01,-0.4, 0.4,1.5,0.4},
	mesh = "defense_unggoy.b3d",
	textures = {"defense_unggoy.png"},
	makes_footstep_sound = true,

	animation = {
		idle = {a=0, b=39, rate=30},
		jump = {a=40, b=49, rate=15},
		fall = {a=50, b=64, rate=20},
		attack = {a=65, b=72, rate=15},
		move = {a=75, b=99, rate=40},
		move_attack = {a=100, b=113, rate=20},
	},

	mass = 4,
	move_speed = 5,
	jump_height = 2,
	armor = 0,
	attack_damage = 1,
	attack_range = 1.5,
	attack_interval = 0.6,

	wander = false,

	on_activate = function(self, staticdata)
		defense.mobs.default_prototype.on_activate(self, staticdata)
		-- Some monkeys can jump higher
		if math.random() < 0.1 then
			self.jump_height = self.jump_height + math.random() * 2
		end
	end,

	on_step = function(self, dtime)
		defense.mobs.default_prototype.on_step(self, dtime)
		if self.wander then
			if math.random() < 0.1 then
				self.destination = vector.add(
					self.object:getpos(),
					{x=math.random(-10,10),y=0,z=math.random(-10,10)}
				)
			elseif math.random() < 0.1 then
				self.wander = false
			end
		else
			if math.random() < 0.05 then
				self.wander = true
			else
				self:hunt()
			end
		end
	end,
})
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Re: [Mod] PvP Characters to fight! [0.1.0] [badplayer]

by Krock » Post

maikerumine wrote:All the defense code is one of a kind, there is no "type" assigned to the mobs so there is no way to make badplayer chase down the defense mobs. :-( Bummer, I was looking forward to making this work.
Well, I've wrote the codes for a defensive mob. It's not the original mob API but I hope it helps.
https://github.com/SmallJoker/base_game/commit/3236
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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Re: [Mod] PvP Characters to fight! [0.1.0] [badplayer]

by maikerumine » Post

Krock wrote:
maikerumine wrote:All the defense code is one of a kind, there is no "type" assigned to the mobs so there is no way to make badplayer chase down the defense mobs. :-( Bummer, I was looking forward to making this work.
Well, I've wrote the codes for a defensive mob. It's not the original mob API but I hope it helps.
https://github.com/SmallJoker/base_game/commit/3236
This is great! May I use parts of your code in the badplayer mob to make them fight back if attacked first?
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Re: [Mod] PvP Characters to fight! [0.1.0] [badplayer]

by Krock » Post

maikerumine wrote:This is great! May I use parts of your code in the badplayer mob to make them fight back if attacked first?
The WTFPL license allows you to do what you want with the codes.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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Re: [Mod] PvP Characters to fight! [0.1.0] [badplayer]

by maikerumine » Post

UPDATED! Added the weapons in hand like requested.
Changed HP a little bit-still tweaking, a bit too easy.
Added multiple item drop on kill.
Made some npc to they will attack other "badplayers" and monsters.
If you attack npc they will defend.
It is still is a work in progress, I need to fix lag and trim the fat on unused functions.

See first post for the badplayer download.
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HELP!!

by maikerumine » Post

Please help!


After running tests for about one week using 4 different conputers, 8 different builds of 4.12, and even 4.11 I seem to have made this mod into a game crashing problem maker.


In my tests I tried singling out just what is making this mod crash the system, I have not a clue.

At first I thought it was other mods, other players, strange i.p.'s, but this happens everytime I run the mod now. It even crashes default vanilla MT.
Crashing can sometimes be after 8 hours, or after 2 minutes.
Crashing can occur on different events, random.
Crashing usually is bad allocation error.

I am guessing:
15:59:38: VERBOSE[main]: LuaEntitySAO::getStaticData
15:59:38: ERROR[main]: Some exception: "D:\MTSERVER\bin\..\builtin\common\serialize.lua:143: Can't serialize data of type userdata
15:59:38: ERROR[main]: stack traceback:
15:59:38: ERROR[main]: [C]: in function 'error'
15:59:38: ERROR[main]: D:\MTSERVER\bin\..\builtin\common\serialize.lua:143: in function 'dump_or_ref_val'
15:59:38: ERROR[main]: D:\MTSERVER\bin\..\builtin\common\serialize.lua:138: in function 'dump_or_ref_val'
15:59:38: ERROR[main]: D:\MTSERVER\bin\..\builtin\common\serialize.lua:138: in function 'dump_or_ref_val'
15:59:38: ERROR[main]: D:\MTSERVER\bin\..\builtin\common\serialize.lua:158: in function <D:\MTSERVER\bin\..\builtin\common\serialize.lua:20>"
It is a serialization problem, but I cannot figure it out.

Any thoughts on this? Can anyone point me into a good direction? Any help will be greatly appreciated.

Code: Select all

15:59:34: INFO[main]: Left-clicked object
15:59:34: VERBOSE[ServerThread]: TOSERVER_INTERACT: action=0, item=4, pointed=[object 63]
15:59:34: ACTION[ServerThread]: ADMIN punches object 63: LuaEntitySAO at (7.81695,2.5,-25.7391)
15:59:34: ACTION[ServerThread]: LuaEntitySAO at (7.81695,2.5,-25.7391) punched by player ADMIN, damage 2 hp, health now 34 hp
15:59:34: VERBOSE[main]: OpenALSoundManager::maintain(): 1 playing sounds, 49 sound names loaded
15:59:34: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 1 playing sounds
15:59:34: INFO[main]: OpenALSoundManager: Creating positional playing sound
15:59:34: VERBOSE[main]: OpenALSoundManager::maintain(): 1 playing sounds, 49 sound names loaded
15:59:34: ACTION[ServerThread]: Player ADMIN punched by LuaEntitySAO at (7.8177,2.5,-25.7494), damage 5 HP
15:59:34: VERBOSE[main]: OpenALSoundManager::maintain(): 1 playing sounds, 49 sound names loaded
15:59:34: INFO[main]: OpenALSoundManager: Creating positional playing sound
15:59:34: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:34: INFO[main]: OpenALSoundManager: "player_damage" not found.
15:59:34: INFO[main]: Left-clicked object
15:59:34: VERBOSE[ServerThread]: TOSERVER_INTERACT: action=0, item=4, pointed=[object 63]
15:59:34: ACTION[ServerThread]: ADMIN punches object 63: LuaEntitySAO at (7.8177,2.5,-25.7494)
15:59:34: ACTION[ServerThread]: LuaEntitySAO at (7.8177,2.5,-25.7494) punched by player ADMIN, damage 2 hp, health now 32 hp
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 1 playing sounds
15:59:35: INFO[main]: OpenALSoundManager: Creating positional playing sound
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:35: INFO[main]: Left-clicked object
15:59:35: VERBOSE[ServerThread]: TOSERVER_INTERACT: action=0, item=4, pointed=[object 63]
15:59:35: ACTION[ServerThread]: ADMIN punches object 63: LuaEntitySAO at (7.81862,2.5,-25.7619)
15:59:35: ACTION[ServerThread]: LuaEntitySAO at (7.81862,2.5,-25.7619) punched by player ADMIN, damage 1 hp, health now 31 hp
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 1 playing sounds
15:59:35: INFO[main]: OpenALSoundManager: Creating positional playing sound
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:35: ACTION[ServerThread]: Player ADMIN punched by LuaEntitySAO at (7.82112,2.5,-25.7957), damage 5 HP
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 1 playing sounds
15:59:35: INFO[main]: OpenALSoundManager: Creating positional playing sound
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:35: INFO[main]: OpenALSoundManager: "player_damage" not found.
15:59:35: INFO[main]: Left-clicked object
15:59:35: VERBOSE[ServerThread]: TOSERVER_INTERACT: action=0, item=4, pointed=[object 63]
15:59:35: ACTION[ServerThread]: ADMIN punches object 63: LuaEntitySAO at (7.82112,2.5,-25.7957)
15:59:35: ACTION[ServerThread]: LuaEntitySAO at (7.82112,2.5,-25.7957) punched by player ADMIN, damage 2 hp, health now 29 hp
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:35: INFO[main]: OpenALSoundManager: Creating positional playing sound
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): 3 playing sounds, 49 sound names loaded
15:59:35: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 1 playing sounds
15:59:36: INFO[main]: Left-clicked object
15:59:36: VERBOSE[ServerThread]: TOSERVER_INTERACT: action=0, item=4, pointed=[object 63]
15:59:36: ACTION[ServerThread]: ADMIN punches object 63: LuaEntitySAO at (7.82246,2.5,-25.8141)
15:59:36: ACTION[ServerThread]: LuaEntitySAO at (7.82246,2.5,-25.8141) punched by player ADMIN, damage 2 hp, health now 27 hp
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 2 playing sounds
15:59:36: INFO[main]: OpenALSoundManager: Creating positional playing sound
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 1 playing sounds, 49 sound names loaded
15:59:36: INFO[main]: Left-clicked object
15:59:36: VERBOSE[ServerThread]: TOSERVER_INTERACT: action=0, item=4, pointed=[object 63]
15:59:36: ACTION[ServerThread]: ADMIN punches object 63: LuaEntitySAO at (7.82312,2.5,-25.8232)
15:59:36: ACTION[ServerThread]: LuaEntitySAO at (7.82312,2.5,-25.8232) punched by player ADMIN, damage 1 hp, health now 26 hp
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 1 playing sounds, 49 sound names loaded
15:59:36: INFO[main]: OpenALSoundManager: Creating positional playing sound
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: ACTION[ServerThread]: Player ADMIN punched by LuaEntitySAO at (7.8186,2.5,-25.7611), damage 5 HP
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:36: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 1 playing sounds
15:59:36: INFO[main]: Server::DiePlayer(): Player OpenALSoundManager: Creating positional playing sound
15:59:36: INFO[ServerThread]: ADMIN dies
15:59:36: INFO[main]: SmokePuffCSO: constructing
15:59:36: INFO[main]: GenericCAO::addToScene(): mesh
15:59:37: INFO[main]: Client: time_of_day=20893 time_speed=56 dr=150
15:59:37: INFO[ServerThread]: Server::RespawnPlayer(): Player ADMIN respawns
15:59:37: ACTION[ServerThread]: Moving ADMIN to static spawnpoint at (0,3,0)
15:59:37: ACTION[ServerThread]: ADMIN respawns at (0,3,0)
15:59:37: VERBOSE[ServerThread]: Server: Sending TOCLIENT_MOVE_PLAYER pos=(0,30,0) pitch=5.65 yaw=-0.51001
15:59:37: INFO[main]: Client got TOCLIENT_MOVE_PLAYER pos=(0,30,0) pitch=5.65 yaw=-0.51
15:59:37: INFO[main]: GenericCAO::addToScene(): mesh
Irrlicht log: Reading animationset : ArmatureAction
Irrlicht log: Reading animationset : Default_Action
Irrlicht log: Loaded mesh: character.x
15:59:37: INFO[main]: Pointing at [nothing]
15:59:37: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 49 sound names loaded
15:59:37: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 2 playing sounds
15:59:37: INFO[main]: OpenALSoundManager: Creating playing sound
15:59:37: INFO[main]: SmokePuffCSO: destructing
15:59:37: VERBOSE[ServerThread]: ServerEnvironment::deactivateFarObjects(): deactivating object id=63 on inactive block (0,0,-2)
15:59:37: VERBOSE[ServerThread]: LuaEntitySAO::getStaticData
15:59:37: ERROR[main]: ServerError: D:\MTSERVER\bin\..\builtin\common\serialize.lua:143: Can't serialize data of type userdata
15:59:37: ERROR[main]: stack traceback:
15:59:37: ERROR[main]: 	[C]: in function 'error'
15:59:37: ERROR[main]: 	D:\MTSERVER\bin\..\builtin\common\serialize.lua:143: in function 'dump_or_ref_val'
15:59:37: ERROR[main]: 	D:\MTSERVER\bin\..\builtin\common\serialize.lua:138: in function 'dump_or_ref_val'
15:59:37: ERROR[main]: 	D:\MTSERVER\bin\..\builtin\common\serialize.lua:138: in function 'dump_or_ref_val'
15:59:37: ERROR[main]: 	D:\MTSERVER\bin\..\builtin\common\serialize.lua:158: in function <D:\MTSERVER\bin\..\builtin\common\serialize.lua:20>
15:59:37: VERBOSE[ServerThread]: Server::deletingPeer(): peer->id=2, timeout=0
15:59:37: INFO[main]: Audio: Deinitializing...
15:59:38: INFO[main]: Audio: Deinitialized.
15:59:38: INFO[main]: Server destructing
15:59:38: INFO[main]: Server: Saving players
15:59:38: INFO[main]: Server: Saving environment metadata
15:59:38: INFO[main]: Server: Stopping and waiting threads
15:59:38: INFO[main]: Server: Threads stopped
15:59:38: VERBOSE[main]: ServerEnvironment::deactivateFarObjects(): deactivating object id=1 on inactive block (0,0,0)
15:59:38: VERBOSE[main]: ServerEnvironment::deactivateFarObjects(): object id=1 is not known by clients; deleting
15:59:38: VERBOSE[main]: ServerEnvironment::deactivateFarObjects(): deactivating object id=63 on inactive block (0,0,-2)
15:59:38: VERBOSE[main]: LuaEntitySAO::getStaticData
15:59:38: ERROR[main]: Some exception: "D:\MTSERVER\bin\..\builtin\common\serialize.lua:143: Can't serialize data of type userdata
15:59:38: ERROR[main]: stack traceback:
15:59:38: ERROR[main]: 	[C]: in function 'error'
15:59:38: ERROR[main]: 	D:\MTSERVER\bin\..\builtin\common\serialize.lua:143: in function 'dump_or_ref_val'
15:59:38: ERROR[main]: 	D:\MTSERVER\bin\..\builtin\common\serialize.lua:138: in function 'dump_or_ref_val'
15:59:38: ERROR[main]: 	D:\MTSERVER\bin\..\builtin\common\serialize.lua:138: in function 'dump_or_ref_val'
15:59:38: ERROR[main]: 	D:\MTSERVER\bin\..\builtin\common\serialize.lua:158: in function <D:\MTSERVER\bin\..\builtin\common\serialize.lua:20>"
15:59:38: INFO[main]: Waiting for other menus
15:59:38: INFO[main]: Waited for other menus
15:59:38: INFO[main]: Audio: Initializing...
15:59:38: INFO[main]: Audio: Vorbis extension NOT present
15:59:38: INFO[main]: Audio: Initialized: OpenAL 1.1, using Generic Software
15:59:38: INFO[main]: GUIEngine: Initializing Lua
15:59:38: VERBOSE[AsyncWorkerThread_0]: Loading and running script from D:\MTSERVER\bin\..\builtin\init.lua
15:59:38: INFO[AsyncWorkerThread_0]: Initializing Asynchronous environment
15:59:38: VERBOSE[AsyncWorkerThread_1]: Loading and running script from D:\MTSERVER\bin\..\builtin\init.lua
15:59:38: VERBOSE[AsyncWorkerThread_2]: Loading and running script from D:\MTSERVER\bin\..\builtin\init.lua
15:59:38: INFO[AsyncWorkerThread_1]: Initializing Asynchronous environment
15:59:38: INFO[main]: SCRIPTAPI: Initialized main menu modules
15:59:38: VERBOSE[AsyncWorkerThread_3]: Loading and running script from D:\MTSERVER\bin\..\builtin\init.lua
15:59:38: VERBOSE[main]: Loading and running script from D:\MTSERVER\bin\..\builtin\init.lua
15:59:38: INFO[AsyncWorkerThread_2]: Initializing Asynchronous environment
15:59:38: INFO[AsyncWorkerThread_3]: Initializing Asynchronous environment
15:59:38: INFO[main]: Searching worlds...
15:59:38: INFO[main]:   In D:\MTSERVER\bin\..\worlds: 
15:59:38: INFO[main]: AWFIX 
15:59:38: INFO[main]: 1 found.
15:59:38: VERBOSE[main]: OpenALSoundManager::maintain(): 0 playing sounds, 0 sound names loaded
15:59:38: INFO[main]: Audio: Error opening D:\MTSERVER\bin\..\sounds\main_menu.0.ogg for decoding
15:59:38: INFO[main]: Audio: Error opening D:\MTSERVER\bin\..\sounds\main_menu.1.ogg for decoding
15:59:38: INFO[main]: Audio: Error opening D:\MTSERVER\bin\..\sounds\main_menu.2.ogg for decoding
15:59:38: INFO[main]: Audio: Error opening D:\MTSERVER\bin\..\sounds\main_menu.3.ogg for decoding
15:59:38: INFO[main]: Audio: Error opening D:\MTSERVER\bin\..\sounds\main_menu.4.ogg for decoding
15:59:38: INFO[main]: Audio: Error opening D:\MTSERVER\bin\..\sounds\main_menu.5.ogg for decoding
15:59:38: INFO[main]: Audio: Error opening D:\MTSERVER\bin\..\sounds\main_menu.6.ogg for decoding
15:59:38: INFO[main]: Audio: Error opening D:\MTSERVER\bin\..\sounds\main_menu.7.ogg for decoding
15:59:38: INFO[main]: Audio: Error opening D:\MTSERVER\bin\..\sounds\main_menu.8.ogg for decoding
15:59:38: INFO[main]: Audio: Error opening D:\MTSERVER\bin\..\sounds\main_menu.9.ogg for decoding
15:59:38: INFO[main]: Audio: Error opening D:\MTSERVER\bin\..\sounds\main_menu.ogg for decoding
15:59:38: INFO[main]: OpenALSoundManager: "main_menu" not found.
15:59:51: INFO[main]: Audio: Deinitializing...
15:59:51: INFO[main]: Audio: Deinitialized.
15:59:51: INFO[main]: GUIEngine: Deinitializing scripting
15:59:51: INFO[main]: Searching worlds...
15:59:51: INFO[main]:   In D:\MTSERVER\bin\..\worlds: 
15:59:51: INFO[main]: AWFIX 
15:59:51: INFO[main]: 1 found.
15:59:51: INFO[main]: Selected world: AWFIX [D:\MTSERVER\bin\..\worlds\AWFIX]
15:59:51: VERBOSE[main]: httpfetch_cleanup: cleaning up

My system:

Intel Xenon CPU-E5 1620 3.6Ghz
32Gb memory
64bit win 7

Code: Select all

15:52:07: INFO[main]: logfile = debug.txt
15:52:07: VERBOSE[main]: httpfetch_init: parallel_limit=8
15:52:07: INFO[main]: Message locale is now set to: LC_COLLATE=English_United States.1252;LC_CTYPE=English_United States.1252;LC_MONETARY=English_United States.1252;LC_NUMERIC=C;LC_TIME=English_United States.1252
15:52:07: VERBOSE[main]: Determining world path
15:52:07: INFO[main]: Searching worlds...
15:52:07: INFO[main]:   In D:\MTSERVER\bin\..\worlds: 
15:52:07: INFO[main]: AWFIX 
15:52:07: INFO[main]: 1 found.
Automatically selecting world at [D:\MTSERVER\bin\..\worlds\AWFIX]
15:52:07: VERBOSE[main]: Determining gameid/gamespec
15:52:07: INFO[main]: Using world gameid [extreme_survival]
15:52:07: INFO[main]: Using commanded world path [D:\MTSERVER\bin\..\worlds\AWFIX]
Irrlicht log: Irrlicht Engine version 1.8.1
Irrlicht log: Microsoft Windows 7 Enterprise Edition Service Pack 1 (Build 7601)
Irrlicht log: Using renderer: Direct3D 9.0
Irrlicht log: NVIDIA Quadro K5000 nvd3dum.dll 9.18.13.1150
Irrlicht log: Currently available Video Memory (kB): 3828736

Example code from the init file:

Code: Select all

bp:register_spawn("badplayer:badplayer1", {"default:dirt_with_grass","default:stone", "default:stonebrick","default:cobble"}, 18, -1, 11000, 1, 31000)
bp:register_mob("badplayer:badplayer1", {
	type = "npc",
	hp_min = 5,
	hp_max = 15,
	collisionbox = {-0.3, -1.3, -0.3, 0.3, 0.8, 0.3},
	visual = "mesh",
	mesh = "3d_armor_character.x",
	textures = {"badplayer1.png",
			"3d_armor_trans.png",
				minetest.registered_items["default:sword_steel"].inventory_image,
			},
	visual_size = {x=1, y=1.3},
	makes_footstep_sound = true,
	view_range = 15,
	walk_velocity = 1,
	run_velocity = 3,
	damage = 2,
	drops = {
		{name = "default:apple",
		chance = 1,
		min = 10,
		max = 28,},
		{name = "default:sword_steel",
		chance = 2,
		min = 0,
		max = 1,},
		{name = "default:stick",
			chance = 2,
			min = 13,
			max=30,},
		{name = "bones:bones",
			chance = 2,
			min = 1,
			max=1,
		},
	},
	armor = 100,
	drawtype = "front",
	water_damage = 0,
	lava_damage = 5,
	light_damage = 0,
	on_rightclick = nil,
	attack_type = "dogfight",
	animation = {
		speed_normal = 30,		speed_run = 30,
		stand_start = 0,		stand_end = 79,
		walk_start = 168,		walk_end = 187,
		run_start = 168,		run_end = 187,
		punch_start = 200,		punch_end = 219,
	},
	sounds = {
		war_cry = "mobs_die_yell",
		death = "mobs_death1",
		attack = "default_punch",
		},
	attacks_monsters = true,
	peaceful = true,
	group_attack = true,
	step = 1,
})
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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rubenwardy
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Re: [Mod] PvP Characters to fight! [0.1.1] [badplayer]

by rubenwardy » Post

Make sure you're not trying to save player objects with Minetest.serialise.
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Tedypig
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Re: [Mod] PvP Characters to fight! [0.1.1] [badplayer]

by Tedypig » Post

Hello, me again. :)
Can you tell me what these 5 numbers represent, in full detail please.
18, -1, 11000, 1, 31000
I know they're in the spawn part of the code, so I assume that's what it's for, but I don't know what they do exactly.
The reason I ask is, I want to make certain ones spawn in certain areas (or not spawn there, like my spawn). I also understand the "spawns on" section, so I just need to know what those numbers do.
Thanks!
-Tedypig

EDIT: Ignore this. I just saw the readme on your git and clicked over to PilzAdam's API and found my answer.

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Diamond knight
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Re: [Mod] PvP Characters to fight! [0.1.1] [badplayer]

by Diamond knight » Post

look in api.lua

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tulenitata
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Re: [Mod] PvP Characters to fight! [0.1.1] [badplayer]

by tulenitata » Post

super
excuse the bad English Thanks
It is my subgame viewtopic.php?f=50&t=13986

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tulenitata
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Re: [Mod] PvP Characters to fight! [0.1.1] [badplayer]

by tulenitata » Post

It's not too difficult
excuse the bad English Thanks
It is my subgame viewtopic.php?f=50&t=13986

dpleshkov
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Re: [Mod] PvP Characters to fight! [0.1.1] [badplayer]

by dpleshkov » Post

Failed init.lua: attempt to concatenate local path a nil value

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ManElevation
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Re: [Mod] PvP Characters to fight! [0.1.1] [badplayer]

by ManElevation » Post

this is what i do when i bored :D
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