[Mod] Alive AI V26.32 [aliveai]

RichardTry
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Re: [Mod] Alive AI V26.32 [aliveai]

by RichardTry » Post

I've just punched Sam...

Code: Select all

ACTION[Server]: LuaEntitySAO "aliveai_folk:bot" at (-456,9,-56) (id=19, hp=5) punched LuaEntitySAO "aliveai_folk:bot" at (-458,9,-57) (id=11, hp=20), damage=-19 (handled by Lua)
ERROR[Server]: Invalid field automatic_rotate (expected number got boolean).
ERROR[Server]: stack traceback:
ERROR[Server]: [C]: in function 'add_entity'
ERROR[Server]: /home/user/.minetest/mods/aliveai/aliveai/bot.lua:632: in function </home/user/.minetest/mods/aliveai/aliveai/bot.lua:617>
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_folk' in callback LuaABM::trigger(): /home/user/.minetest/mods/aliveai/aliveai/bot.lua:632: attempt to index a nil value
ERROR[Main]: stack traceback:
ERROR[Main]: /home/user/.minetest/mods/aliveai/aliveai/bot.lua:632: in function </home/paxom/.minetest/mods/aliveai/aliveai/bot.lua:617>
ACTION[Server]: singleplayer leaves game. List of players: 
ACTION[Main]: Server: Shutting down

meteoviktor
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Re: [Mod] Alive AI V26.32 [aliveai]

by meteoviktor » Post

Code: Select all

2021-02-12 12:25:10: ACTION[Main]: Server: Shutting down
2021-02-12 12:25:11: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_folk' in callback luaentity_Step(): /usr/share/games/minetest/mods/aliveai/aliveai/event.lua:998: attempt to compare number with nil
2021-02-12 12:25:11: ERROR[Main]: stack traceback:
2021-02-12 12:25:11: ERROR[Main]:       /usr/share/games/minetest/mods/aliveai/aliveai/event.lua:998: in function 'fight'
2021-02-12 12:25:11: ERROR[Main]:       /usr/share/games/minetest/mods/aliveai/aliveai/bot.lua:35: in function 'bot'
2021-02-12 12:25:11: ERROR[Main]:       /usr/share/games/minetest/mods/aliveai/aliveai/bot.lua:16: in function </usr/share/games/minetest/mods/aliveai/aliveai/bot.lua:1>[icode]

meteoviktor
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Re: [Mod] Alive AI V26.32 [aliveai]

by meteoviktor » Post

will this solve the problem?

Code: Select all

diff --git a/aliveai/event.lua b/aliveai/event.lua
index 2f7a737..17f4045 100644
--- a/aliveai/event.lua
+++ b/aliveai/event.lua
@@ -995,7 +995,7 @@ aliveai.fight=function(self)
                                        aliveai.lookat(self,fpos)
                                        self.on_fighting(self,self.fight)

-                                       if self.type=="npc" and aliveai.is_bot(self.fight) and self.fight:get_luaentity().mindamage>self.dmg then
+                                       if self.type=="npc" and aliveai.is_bot(self.fight) and self.fight:get_luaentity().mindamage and self.fight:get_luaentity().mindamage>self.dmg then^M
                                                aliveai.flee_from(self,self.fight)
                                                return self
                                        end

meteoviktor
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Re: [Mod] Alive AI V26.32 [aliveai]

by meteoviktor » Post

Code: Select all

2021-02-12 21:11:53: ERROR[Server]: Invalid field automatic_rotate (expected number got boolean).
2021-02-12 21:11:53: ERROR[Server]: stack traceback:
2021-02-12 21:11:55: ERROR[Server]: Invalid field automatic_rotate (expected number got boolean).
2021-02-12 21:11:55: ERROR[Server]: stack traceback:
2021-02-12 21:11:55: ERROR[Server]:     [C]: in function 'add_entity'
2021-02-12 21:11:55: ERROR[Server]:     .../share/games/minetest/mods/aliveai/aliveai_ants/init.lua:269: in function 'step'
2021-02-12 21:11:55: ERROR[Server]:     /usr/share/games/minetest/mods/aliveai/aliveai/bot.lua:32: in function 'bot'
2021-02-12 21:11:55: ERROR[Server]:     /usr/share/games/minetest/mods/aliveai/aliveai/bot.lua:16: in function </usr/share/ga
mes/minetest/mods/aliveai/aliveai/bot.lua:1>

Bag0Cheese
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Re: [Mod] Alive AI V26.32 [aliveai]

by Bag0Cheese » Post

yeah not so great, some of the mobs will just crash the server, and the "folks" just go hostile for whatever reason without me punching them
You know the rules and so do I, SAY GOODBYE

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j0j0n4th4n
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Re: [Mod] Alive AI V26.32 [aliveai]

by j0j0n4th4n » Post

I love this mod, but I keep running into problems with it. The ants crash the game the moment they collide with an item, which is kind of their thing. I remove the ants and some npcs still crash the game but it is only on occasion. Perhaps it would be better to focus more on the api, I believe this mod could be to npcs what mobs-redo is to animal mobs but it needs to be more reliable
cdb_894a100ddd76

mcaygerhard
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Re: [Mod] Alive AI V26.32 [aliveai]

by mcaygerhard » Post

j0j0n4th4n wrote:
Mon Sep 13, 2021 20:20
The ants crash the game the moment they collide with an item, which is kind of their thing. I remove the ants and some npcs still crash the game but it is only on occasion.
yes but is cos there's so many of thems. there's some performance issues.. as wiki described, about the npcs read the following, for sure you have "last" version.. i never used fashioned releases just olders but working ones.. read:
RichardTry wrote:
Sat Dec 12, 2020 16:59
I've just punched Sam...

Code: Select all

ACTION[Server]: LuaEntitySAO "aliveai_folk:bot" at (-456,9,-56) (id=19, hp=5) punched LuaEntitySAO "aliveai_folk:bot" at (-458,9,-57) (id=11, hp=20), damage=-19 (handled by Lua)
ERROR[Server]: Invalid field automatic_rotate (expected number got boolean).
that it seems happened in 5.3+ only.. i tested with 5.2 and it seems works perfeclty..

that's why minetest becomes so crap now.. so many changes and cannot handle good deprecations.. deprecated thing must be erased only in mayor upgrades (by example 5.X to 6.X)

c56
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Re: [Mod] Alive AI V26.32 [aliveai]

by c56 » Post

could someone maybe add support for the AI players from this mod to use mesecon / build techage structures ?
this is a signature not a place to post messages also if i could change my username i would change it to sell_her_on55

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