[Mod] Alive AI V26.2 [aliveai]

Karkaras
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Re: [Mod] Alive AI V2.065 [aliveai]

by Karkaras » Mon Jan 30, 2017 13:06

It still crashes, after a while, especially when there are more than 2 or 3 bots.

Code: Select all
I4AJ0GM9: search objects
cU5k7j17BW9: searching
cU5k7j17BW9: need: vessels:glass_bottle 1 search  have: 0 time: 26
cU5k7j17BW9: find node
cU5k7j17BW9: check neartarget
cU5k7j17BW9: need: default:steel_ingot 1 search default:stone_with_iron have: 0 time: 26
cU5k7j17BW9: need: default:steel_ingot 1 search default:stone_with_iron have: 0 time: 26
cU5k7j17BW9: find node
cU5k7j17BW9: check neartarget
cU5k7j17BW9: need: s 119 search group:stone have: 2 time: 26
cU5k7j17BW9: need: s 119 search group:stone have: 2 time: 26
cU5k7j17BW9: path
cU5k7j17BW9: path blocked
cU5k7j17BW9: path failed
84Gd4k: goto item
2017-01-30 13:00:57: ACTION[Server]:  digs default:desert_sand at (-42,6,38)
H3s7WxXgPFS: dig default:desert_sand
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted


Another one, very quick this one :

Code: Select all
2017-01-30 14:08:38: ACTION[Server]: singleplayer takes aliveai:bot2_spawner from creative inventory
2017-01-30 14:08:40: ACTION[Server]: singleplayer takes aliveai:bot_spawner from creative inventory
2017-01-30 14:08:47: ACTION[Server]: singleplayer takes aliveai_folk:folk8_spawner from creative inventory
2x0ArV0XHw6: new bot spawned
2x0ArV0XHw6: set up for build a home
2x0ArV0XHw6: generate house
2x0ArV0XHw6: mine
2x0ArV0XHw6: mine
1Xj0Lm8w6YzH: new bot spawned
2017-01-30 14:08:53: WARNING[Server]: core.env:[...] is deprecated and should be replaced with core.[...]
1Xj0Lm8w6YzH: set up for build a home
1Xj0Lm8w6YzH: generate house
1Xj0Lm8w6YzH: mine
1Xj0Lm8w6YzH: mine
6Gy969Ni9JqcjZ: new bot spawned
6Gy969Ni9JqcjZ: set up for build a home
6Gy969Ni9JqcjZ: generate house
6Gy969Ni9JqcjZ: mine
6Gy969Ni9JqcjZ: mine
1Xj0Lm8w6YzH: searching
1Xj0Lm8w6YzH: need: vessels:glass_bottle 2 search  have: 0 time: 1
1Xj0Lm8w6YzH: find node
1Xj0Lm8w6YzH: check neartarget
1Xj0Lm8w6YzH: need: s 24 search group:stone have: 0 time: 1
1Xj0Lm8w6YzH: need: s 24 search group:stone have: 0 time: 1
1Xj0Lm8w6YzH: path
2x0ArV0XHw6: searching
2x0ArV0XHw6: need: vessels:steel_bottle 1 search  have: 0 time: 1
2x0ArV0XHw6: find node
2x0ArV0XHw6: check neartarget
2x0ArV0XHw6: need: default:dirt 222 search group:soil have: 0 time: 1
2x0ArV0XHw6: need: default:dirt 222 search group:soil have: 0 time: 1
6Gy969Ni9JqcjZ: search objects
6Gy969Ni9JqcjZ: searching
6Gy969Ni9JqcjZ: find node
6Gy969Ni9JqcjZ: need: default:chest 1 search default:chest have: 0 time: 1
6Gy969Ni9JqcjZ: need: default:chest 1 search default:chest have: 0 time: 1
6Gy969Ni9JqcjZ: need: vessels:steel_bottle 1 search  have: 0 time: 1
6Gy969Ni9JqcjZ: find node
6Gy969Ni9JqcjZ: check neartarget
6Gy969Ni9JqcjZ: need: default:dirt 202 search group:soil have: 0 time: 1
6Gy969Ni9JqcjZ: need: default:dirt 202 search group:soil have: 0 time: 1
1Xj0Lm8w6YzH: path failed
2017-01-30 14:09:02: ACTION[Server]:  digs default:dirt_with_grass at (57,8,29)
2x0ArV0XHw6: dig default:dirt_with_grass
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted
 

Karkaras
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Re: [Mod] Alive AI V2.065 [aliveai]

by Karkaras » Mon Jan 30, 2017 14:41

The new release is much much more stable, but eventually still crashes :

Code: Select all
CFjDIX9d: check light
CFjDIX9d: search objects
CFjDIX9d: searching
CFjDIX9d: find node
CFjDIX9d: need: default:chest 1 search default:chest have: 0 time: 4
CFjDIX9d: need: default:chest 1 search default:chest have: 0 time: 4
CFjDIX9d: find node
CFjDIX9d: need: s 280 search group:stone have: 0 time: 4
CFjDIX9d: need: s 280 search group:stone have: 0 time: 4
CFjDIX9d: find node
CFjDIX9d: check neartarget
CFjDIX9d: need: default:glass 14 search group:sand have: 0 time: 4
CFjDIX9d: need: default:glass 14 search group:sand have: 0 time: 4
CFjDIX9d: need: default:furnace 3 search  have: 0 time: 4
CFjDIX9d: need: vessels:steel_bottle 2 search  have: 0 time: 4
CFjDIX9d: need: vessels:drinking_glass 1 search  have: 0 time: 4
CFjDIX9d: need: default:sign_wall_wood 2 search  have: 0 time: 4
8SZ: search objects
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted
 

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Re: [Mod] Alive AI V2.1 [aliveai]

by AiTechEye » Mon Jan 30, 2017 21:48

fixed: replace minetest.env with minetest.
+ added spawner block (works with mesecons)

it all seems obvious now, minetest.env is outdated, which I had no idea what it was for... (typical copy code from other codes :-)
 

Karkaras
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Re: [Mod] Alive AI V2.1 [aliveai]

by Karkaras » Tue Jan 31, 2017 07:22

Still no luck for me (hyper quick crash) :

Code: Select all
2017-01-31 08:20:22: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2017-01-31 08:20:22: ACTION[Server]: singleplayer joins game. List of players: singleplayer
gHe08ROeWUSHJz: loaded
gHe08ROeWUSHJz: set up for build a home
gHe08ROeWUSHJz: generate house
gHe08ROeWUSHJz: mine
gHe08ROeWUSHJz: mine
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 1
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 1
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 1
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 1
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 1
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 1
gHe08ROeWUSHJz: jump
gHe08ROeWUSHJz: wall
gHe08ROeWUSHJz: search objects
2017-01-31 08:20:49: WARNING[Main]: Map::getNodeMetadata(): Block not found
2017-01-31 08:20:49: WARNING[Main]: Map::removeNodeMetadata(): Block not found
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 2
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 2
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 2
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 2
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 2
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 2
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 3
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 3
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 3
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 3
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 3
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 3
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 4
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 4
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 4
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 4
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 4
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 4
gHe08ROeWUSHJz: check light
gHe08ROeWUSHJz: escape light
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 5
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 5
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 5
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 5
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 5
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 5
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 6
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 6
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 6
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 6
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 6
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 6
gHe08ROeWUSHJz: search objects
gHe08ROeWUSHJz: search objects
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 7
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 7
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 7
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 7
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 7
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 7
gHe08ROeWUSHJz: wall
gHe08ROeWUSHJz: search objects
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 8
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 8
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 8
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 8
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 8
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 8
2017-01-31 08:21:25: WARNING[Main]: Map::getNodeMetadata(): Block not found
2017-01-31 08:21:25: WARNING[Main]: Map::removeNodeMetadata(): Block not found
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 9
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 9
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 9
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 9
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 9
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 9
gHe08ROeWUSHJz: check light
gHe08ROeWUSHJz: escape light
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 10
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 10
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 10
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 10
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 10
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 10
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 11
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 11
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 11
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 11
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 11
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 11
gHe08ROeWUSHJz: search objects
gHe08ROeWUSHJz: check light
gHe08ROeWUSHJz: escape light
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 12
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 12
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 12
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 12
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 12
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 12
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted
 

Karkaras
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Re: [Mod] Alive AI V2.1 [aliveai]

by Karkaras » Tue Jan 31, 2017 07:24

It may be stupid, but without status=true, the game crashes much faster :

Code: Select all
2017-01-31 08:23:06: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2017-01-31 08:23:06: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2017-01-31 08:23:19: ACTION[Server]:  digs default:stone at (12,1,-33)
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted
 

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Re: [Mod] Alive AI V2.2 [aliveai]

by AiTechEye » Tue Jan 31, 2017 19:30

I have did what i currently could do to fix errors, maybe the mod works better with other minetest versions.

you can still troubleshoot by stop parts of bot system
like in bot.lua, just add "if true then return self end"
i often need to do in that way to figure out what crashes :-)


but anyways i added a trader.
it will offer randomly stuff and prices
you can select what you want to trade with.

Image
Attachments
screenshot_20170131_200913.png
(152.49 KiB) Not downloaded yet
 

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Re: [Mod] Alive AI V2.3 [aliveai]

by AiTechEye » Fri Feb 03, 2017 15:54

i have been trying it 3 times, and just messing up. but would be nice if someone wants to upload it.
 

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Re: [Mod] Alive AI V2.4 [aliveai]

by SAMIAMNOT » Fri Feb 03, 2017 19:52

Have you tried posting the zip file on Github? I did that when I had issues uploading my game Clonecraft.
I test mines.
 

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Re: [Mod] Alive AI V2.59 [aliveai]

by AiTechEye » Fri Feb 10, 2017 21:51

2.65
Now everyone that has longs, the bots can use 3d_armors + wieldview :D
they will get more health and get back some health if the armor is healing.

its a pretty bad idea to give a bot a admin armor, because they will get at least 1000 hp + healing

Image


+ ninja, becomes 100% invisiable, and shows its hitbox sometimes
+quantum monster, reminiscent of endermans and teleports around you or far away.
it also drops a quantum core, a special teleporter:

hit a block or object to teleport to it
or hit in air or place to teleport yourself away from your postion.
npc people can also use the core

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asdasd.png
(898.78 KiB) Not downloaded yet
screenshot_20170210_224305.png
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Re: [Mod] Alive AI V2.85 [aliveai]

by theFox » Tue Feb 14, 2017 15:16

I am also building a mod like this. But I am making villagers who run tasks (eg. woodcutter).
my mods and subgames (ง'̀-'́)ง
 

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Re: [Mod] Alive AI V2.9 [aliveai]

by AiTechEye » Tue Feb 14, 2017 22:05

thats cool, then... when it's enough, can botmods replace players completely :-)
 

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Re: [Mod] Alive AI V2.9 [aliveai]

by Diamond knight » Wed Feb 15, 2017 06:04

Rise of the machines, Arnold is comin for ya Sam.

edit: you forgot to add 3d armor and weildview to depends.txt of core aliveai mod
 

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Re: [Mod] Alive AI V2.9 [aliveai]

by lordfingle » Fri Feb 17, 2017 00:49

@UjEdwin - I've placed a copy of aliveai in github for your convenience at https://github.com/eidy/aliveai

It helps some of us better keep track of your changes so we can work out issues ourselves if we need to.

If you feel like joining the github club at some stage I'm happy to share the project with you, otherwise I'll endeavor to keep this up-to-date myself based on your forum posts.

I think this is one of the most fun/important mods being developed at the moment.

Hope this is ok with you.
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Re: [Mod] Alive AI V2.9 [aliveai]

by ErrorNull » Fri Feb 17, 2017 07:48

i also think this is a very important mob. i'm looking for a good villagers and traders mob and i'm keeping close eye on this one. a github is a great idea for this!
 

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Re: [Mod] Alive AI V3 [aliveai]

by AiTechEye » Fri Feb 17, 2017 08:38

that good!, and you're right, and its even addictive to work with it :-)
here are some needed changes V3

+help each other by give stuff = bigger chance to build houses (function in event.lua [need_helper])
i was a bit skeptical to this, but need to be tested, its basilicly what villagers does.

+go to members ("friends")
+less sticking with blocked paths (like when they are tring to walk under blocks)
fixed drowning over water
+limited creating paths per second (5), or making the the game freeze some times
 

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Re: [Mod] Alive AI V3 [aliveai]

by Diamond knight » Fri Feb 17, 2017 15:54

In the wield view update the wield view was not working for some reason, only the armor was.
 

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Re: [Mod] Alive AI V3 [aliveai]

by lordfingle » Sun Feb 19, 2017 00:14

AiTechEye : I'm glad to see you like the idea of having this on github.

If you'd like me to keep this up to date you I recommend you continue to keep posting your zip files to the main post like you were before.

Also people can still get the very latest without waiting for github to be uploaded.
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Re: [Mod] Alive AI V3 [aliveai]

by TheReaperKing » Sun Feb 19, 2017 00:31

Thanks for maintaining the repo for this lordfingle! AiEdwin, hehe, great work as always!! I can't wait to mess with this at work/school.
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Re: [Mod] Alive AI V3 [aliveai]

by Diamond knight » Sun Feb 19, 2017 15:40

This mod shall be unstoppable! Now it can be literally developed 24/7 due to different time zones.
 

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Re: [Mod] Alive AI V3 [aliveai]

by nuxed » Sun Feb 19, 2017 17:22

could you add EXP/ranks/classes/job system?
 

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Re: [Mod] Alive AI V3 [aliveai]

by nuxed » Sun Feb 19, 2017 21:52

[bot/player] gained %EXP for killing [bot/player/mob]!
[bot/player] is now %level!
[bot/player] can now upgrade to [rank] of [class/job], allow Y/N? [Y = upgrade/N = do not upgrade/auto = random pick]
[bot/player] got items for [class/job]!
 

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