[Modpack] Animals Modpack [2.5] -- 2.6 approaching

Mediumshdaow1
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by Mediumshdaow1 » Sun Oct 14, 2012 04:35

FINALLY IVE BEEEN LOOKING FOR THE RECIPES FOR THIS EVER SINCE I JOINED MINETEST(2-3DAYS AGO LMFAO)
 

Josh
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by Josh » Mon Oct 15, 2012 02:05

sapier wrote:coming soon:

Image


That look's nice.
 

Mediumshdaow1
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by Mediumshdaow1 » Mon Oct 15, 2012 02:52

Josh wrote:
sapier wrote:coming soon:

Image


That look's nice.
I cant wait
 

OryHara
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by OryHara » Mon Oct 15, 2012 18:14

Hi Sapier, i got this bug message with your mod.

Image
 

sapier
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by sapier » Thu Oct 18, 2012 20:53

Mediumshdaow1 wrote:
Josh wrote:
sapier wrote:coming soon:

Image


That look's nice.
I cant wait


It's already in last version! You need to breed cow/steer in order to see one ;-)
DON'T mention coding style!
(c) sapier all rights reserved
 

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by Garakson » Mon Oct 22, 2012 01:49

Can someone please tell me what the following means? I'm using this for the animals and varying hostile mobs. I'm a little frustrated that my stone sword didn't seem to damage a zombie. No, I didn't have any armor.

I did notice a message from the cmd box about texture pack not quite compatible and something about MobFramework having some kind of bug when I'm in the water or the zombie is in it.

Yes, I did notice a lag with this mod. I'll try the other animal mod, later.
 

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by Josh » Mon Oct 22, 2012 02:34

Sapier, would it be possible for the animals to walk properly and not in kinda hover when they walk.
 

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MirceaKitsune
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by MirceaKitsune » Mon Oct 22, 2012 11:42

I have a question about the mob framework, after a discussion on IRC yesterday. Is it still as CPU intensive and likely to crash the server as the animals mod was in the past? Many users said animals was unusable because some function caused high CPU usage, and now it's too big to fix any more. Is this the case for any mobs, and can / will the problem be solved?
 

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by Sokomine » Mon Oct 22, 2012 14:00

In my opinion the mob framework works quite well with the spawning restricted to newly generated areas. The code is complex, yes, and most likely bound to have errors in it (like almost all code of that size). Minetest isn't a very animal-friendly environment. Placing animals by hand and only in areas which are suitable for them (ground the animal likes to stay on and nothing to fall into) helps a lot. At least on my machine. Even large "herds" are no problem if the area fits to the animal.
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by MirceaKitsune » Mon Oct 22, 2012 15:01

Good to know. Only newly generated areas however? They won't spawn when you explore back to a place you visited (that was already generated)? I hope that part is fixed, otherwise mobs will never spawn in an existing place.
 

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by Garakson » Mon Oct 22, 2012 18:55

Okay, I thought I'd try a change of pace and removed the animals mod from my list of active mods. I went into a new world and received some error messages on the game screen. Seems the lua files for certain mobs are not defined. I thecked the command box that is open while the game is active and saw the same basic message. As it has more details, I copied it and paste it here. Any ideas? Sorry about the long paste. I didn't see a spoiler tag. :(


Irrlicht Engine version 1.7.2
Microsoft Windows 7 Home Premium Edition Service Pack 1 (Build 7601)
Using renderer: OpenGL 2.1.2
GeForce 6200/PCI/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
GLSL version: 1.2
Resizing window (800 600)
Loaded texture: C:/Users/Barry/Downloads/minetest-0.4.3-win32/minetest-0.4.3-win
32/textures/all/menubg.png
Loaded texture: C:/Users/Barry/Downloads/minetest-0.4.3-win32/minetest-0.4.3-win
32/textures/all/menulogo.png
mAdBlOcKs 12.7.17 loaded
14:29:03: ACTION[main]: .__ __ __
14:29:03: ACTION[main]: _____ |__| ____ _____/ |_ ____ _______/ |_
14:29:03: ACTION[main]: / \| |/ \_/ __ \ __\/ __ \ / ___/\ __\
14:29:03: ACTION[main]: | Y Y \ | | \ ___/| | \ ___/ \___ \ | |
14:29:03: ACTION[main]: |__|_| /__|___| /\___ >__| \___ >____ > |__|
14:29:03: ACTION[main]: \/ \/ \/ \/ \/
14:29:03: ACTION[main]: World at [C:\Users\Barry\Downloads\minetest-0.4.3-win32\
minetest-0.4.3-win32\bin\..\worlds\Garakville]
14:29:03: ACTION[main]: Server for gameid="minetest" listening on port 30011.
Resizing window (1280 965)
creative inventory size: 1065
14:29:20: ACTION[ServerThread]: singleplayer joins game. List of players: single
player
14:29:20: ERROR[ServerThread]: LuaEntity name "animal_big_red:big_red" not defin
ed
14:29:20: ERROR[ServerThread]: LuaEntity name "animal_dm:dm" not defined
14:29:20: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:20: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:20: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
14:29:23: ERROR[ServerThread]: LuaEntity name "animal_dm:dm" not defined
14:29:23: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:25: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:25: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:25: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:25: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:30:46: ERROR[main]: Failed to delete C:\Users\Barry\Downloads\minetest-0.4.3-
win32\minetest-0.4.3-win32\bin\..\worlds\Garakville\map.sqlite
14:30:46: ERROR[main]: Failed to delete C:\Users\Barry\Downloads\minetest-0.4.3-
win32\minetest-0.4.3-win32\bin\..\worlds\Garakville
GUIConfirmMenu: Not allowing focus change.
mAdBlOcKs 12.7.17 loaded
14:31:31: ACTION[main]: .__ __ __
14:31:31: ACTION[main]: _____ |__| ____ _____/ |_ ____ _______/ |_
14:31:31: ACTION[main]: / \| |/ \_/ __ \ __\/ __ \ / ___/\ __\
14:31:31: ACTION[main]: | Y Y \ | | \ ___/| | \ ___/ \___ \ | |
14:31:31: ACTION[main]: |__|_| /__|___| /\___ >__| \___ >____ > |__|
14:31:31: ACTION[main]: \/ \/ \/ \/ \/
14:31:31: ACTION[main]: World at [C:\Users\Barry\Downloads\minetest-0.4.3-win32\
minetest-0.4.3-win32\bin\..\worlds\Garakville]
14:31:31: ACTION[main]: Server for gameid="minetest" listening on port 30011.
creative inventory size: 1065
on_newplayer
14:31:32: ACTION[ServerThread]: singleplayer joins game. List of players: single
player
Unsupported texture format
Loaded texture: C:/Users/Barry/Downloads/minetest-0.4.3-win32/minetest-0.4.3-win
32/textures/base/pack/sunrisebg.png
Font size: 8 15
14:32:13: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:13: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:14: ERROR[ServerThread]: LuaEntity name "animal_dm:dm" not defined
14:32:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:15: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
14:32:15: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:15: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:16: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:16: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_big_red:big_red" not defin
ed
14:32:17: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:36: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:36: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:37: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:37: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:41:08: ACTION[ServerThread]: singleplayer punches object 3: LuaEntitySAO at (
3.9379,2.7,-142.006)
14:42:14: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:42:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_big_red:big_red" not defin
ed
14:42:18: ERROR[ServerThread]: LuaEntity name "animal_dm:dm" not defined
14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
Ignoring resize operation to (0 0)
 

Temperest
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by Temperest » Mon Oct 22, 2012 19:48

Seems like you did not in fact start a new world, but are using an old one. Try creating a new one and see if the errors persist.
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by Garakson » Mon Oct 22, 2012 20:14

Temperest wrote:Seems like you did not in fact start a new world, but are using an old one. Try creating a new one and see if the errors persist.


Hmm. The previous game world with animals mod is called "Garakville". I removed the mod and created a new world with the same name. The game acted like the new Garakville was the old one. In fact, I saw pink squares representing the mobs.

I followed through with what Temperest said. I created a new world and DID NOT give it the same name. It worked fine.

I'm using the creative mode so I can see what the various items look like.

I'm also using PilzAdam "better vanilla" patch, too.
 

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by Sokomine » Mon Oct 22, 2012 20:31

You didn't get a new world that way. Rename or remove the old world. Or give the new one another name. If you reinstall the mod, the errors will go away. If you do not reinstall it and want to play the old world without the mod you'll have to live with the errors. Other than creating some scroll and having those strange pink objects hoovering around it can be played without problems.
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by Garakson » Mon Oct 22, 2012 21:27

So, I discovered. :) I'm also using Sapien's Mobf Settings mod. It's an answer to an earlier frustration. I like disabling the vombies and other hostile mobs. I originally thought vombies to be a typo. Nice touch on the name.
 

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BrandonReese
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by BrandonReese » Tue Oct 23, 2012 16:51

It seems like I can hear the vombie random growling sound anywhere on the map. The volume doesn't change depending on the distance I am from the vombie. Is anybody else having this problem? It has a max hear distance set but it seems to be ignoring it.
 

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by kaeza » Wed Oct 24, 2012 22:23

I am experiencing some problems with this mod. Specifically, I can't kill ANYTHING! I first tried using a wooden sword, then a stone one, and so on with steel and mese, but nothing. It just pushes the mob back, but nothing happens besides that. I've hit a single vombie 200 times in a row (more or less, I lost the count) but it didn't die (on a side note, I should say that is expected, since they are already dead :) ). Thank god I'm playing single player with beds, or else the night would be veeeeery long and boring being forced to stay indoors doing nothing :(

I understand what you say BrandonReese; I can hear the growls of a vombie that is miles away.

I found another problem: an user said in another thread (or was this one? don't remember) that he didn't see any gulls. Well, I'm compelled to say that if the gulls were able to sh*t, then I should name my map "Fecal World". On the other hand, I haven't seen one single deer or wolf in the entire game, neither from my old world, nor from a world I recently created.
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Temperest
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by Temperest » Wed Oct 24, 2012 22:29

New mobs seem to spawn only on world generation. Perhaps you will need to move out farther to get new ones to generate?

The sound thing is probably a bug.

The mob damage system in MineTest is not very effective, unfortunately, so there isn't much mobf can do about this.
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BrandonReese
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by BrandonReese » Thu Oct 25, 2012 02:50

kaeza wrote:I found another problem: an user said in another thread (or was this one? don't remember) that he didn't see any gulls. Well, I'm compelled to say that if the gulls were able to sh*t, then I should name my map "Fecal World". On the other hand, I haven't seen one single deer or wolf in the entire game, neither from my old world, nor from a world I recently created.


The spawn algorithms are set to only run on mapgen, you can edit the init.lua for each animal and change the spawning algorithm. For instance the deer spawn algorithm is "forrest_mapgen" you can change it to "forrest" and they'll spawn in already generated terrain, same with cows and sheep, change from "willow_mapgen" to "willow".

I did this for a while to populate some of the terrain that was already generated, then I switched it back to the mapgen algorithms to keep the lag down.
 

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by BrandonReese » Thu Oct 25, 2012 04:01

Temperest wrote:The sound thing is probably a bug.


Figured out the sound problem. According to the lua api docs, "For positional playing of sounds, only single-channel (mono) files are supported."

Switched the sound files to mono and the sounds seem to be positional now.
 

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by Ragnar » Sat Oct 27, 2012 15:44

Hackeridze wrote:you should make mmans and womens. and childrens. and in future zoosex, ofcourse.

OH SNAP!
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
 

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by MarkTraceur » Sat Nov 03, 2012 00:52

Hi,

Could you please release this mod under an actually free license? I don't mind redistributing under the same terms, so long as there are no other restrictions.

Thanks!
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by mikey2020 » Tue Nov 06, 2012 00:32

you should make a 3d-player mod based on the vombie
 

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by MirceaKitsune » Fri Nov 09, 2012 22:28

I'm interested to someday make mobs of my own with this framework. I have some more complex plans in mind, although it's a distant thought. Still, I was curious about one related feature: Would it be possible to add a pathfinding AI to them, with the current lua api? So if you give a mob a location, it will know to navigate most structures and get there.

I imagine this should be easier than bot pathing is done in other games, since the code doesn't have to analyze mesh geometry. It just needs to find a path throughout a structure of blocks, while being aware of the highest block it can jump / climb, and how many blocks its bounding box allows it to fit through (for players it's an 1 x 2 space). If that can be known, a mob could compute the shortest way to a location.

This would be interesting if you're sitting at the balcony of your house for example, a hostile mob outside wants to attack you, but instead of standing there or pushing into a wall it would enter your house, go through the door, climb the stairway, and get to you there. People in GTA 4 can do something similar... but like I said here it should theoretically be even easier.
 

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by BrandonReese » Fri Nov 09, 2012 23:10

MirceaKitsune wrote:I'm interested to someday make mobs of my own with this framework. I have some more complex plans in mind, although it's a distant thought. Still, I was curious about one related feature: Would it be possible to add a pathfinding AI to them, with the current lua api? So if you give a mob a location, it will know to navigate most structures and get there.

I imagine this should be easier than bot pathing is done in other games, since the code doesn't have to analyze mesh geometry. It just needs to find a path throughout a structure of blocks, while being aware of the highest block it can jump / climb, and how many blocks its bounding box allows it to fit through (for players it's an 1 x 2 space). If that can be known, a mob could compute the shortest way to a location.

This would be interesting if you're sitting at the balcony of your house for example, a hostile mob outside wants to attack you, but instead of standing there or pushing into a wall it would enter your house, go through the door, climb the stairway, and get to you there. People in GTA 4 can do something similar... but like I said here it should theoretically be even easier.


I have played with pathfinding AI in the past. I might look into working on this...

http://en.wikipedia.org/wiki/Pathfinding
http://en.wikipedia.org/wiki/A*_search_algorithm
 

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