[Mod] Mobs Redo [1.61] [mobs]
- Andrey01
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Re: [Mod] Mobs Redo [1.34] [mobs]
TenPlus1, I am suggesting to you to add these new mobs:
https://drive.google.com/file/d/0B4HNak ... sp=sharing
https://drive.google.com/file/d/0B4HNak ... sp=sharing
- azekill_DIABLO
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Re: [Mod] Mobs Redo [1.33] [mobs]
wut?FreeLikeGNU wrote:
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Re: [Mod] Mobs Redo [1.34] [mobs]
Andrey01: most of those mobs already come as an addon-mod for mobs redo, no point making this mod any larger than it has to be :)
- Andrey01
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Re: [Mod] Mobs Redo [1.34] [mobs]
No, SandWorm and Bacteriophage don`t have in other mods for mobs redo because they were removedTenPlus1 wrote:Andrey01: most of those mobs already come as an addon-mod for mobs redo, no point making this mod any larger than it has to be :)
Re: [Mod] Mobs Redo [1.34] [mobs]
Sandworm and Bacteriophage should both me in the nssm mod.
Re: [Mod] Mobs Redo [1.34] [mobs]
Update:
- New setting added for "dogshoot" attack mode which adds a new timer between shooting and dogfighting.
- Code tweaked, tidied and bugs fixed
- New setting added for "dogshoot" attack mode which adds a new timer between shooting and dogfighting.
- Code tweaked, tidied and bugs fixed
- Andrey01
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Re: [Mod] Mobs Redo [1.34] [mobs]
Sand Worm and Bacteriophage were removed from NSSM and old versions of these mobs don`t return yet.TenPlus1 wrote:Sandworm and Bacteriophage should both me in the nssm mod.
Also i suggest you to add huge Black Widow (see to link for download)
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Re: [Mod] Mobs Redo [1.34] [mobs]
Hi Tenplus1,
I have an issue I'm not entirely sure it's related to mobs_redo, but I think it does. So far, I have been using "mobs:spawn()" an setting "on_spawn" to a rather large funcion that initializes a lot of variables for the mob. These variables reside on the same scope of the rest of the "self" variables, like "self.tamed".
However, I want to create a custom spawner method, and I have been doing so using the following code:
Now, this works well when spawned initially. However, if I close the game and restart it, all the variables added in the "spawn(npc, pos)" function get lost! And actually, the ones added by the mobs_redo definition remain (like path, time_of_day, etc.). This didn't happened when I used the "mobs:spawn()" function, no matter how many times I restarted the game.
Any ideas? If you meed to look more at the code you can find it here: https://github.com/hkzorman/advanced_np ... pawner.lua. And sorry if it's not related and maybe a bug in Minetest.
Thanks in advance!
I have an issue I'm not entirely sure it's related to mobs_redo, but I think it does. So far, I have been using "mobs:spawn()" an setting "on_spawn" to a rather large funcion that initializes a lot of variables for the mob. These variables reside on the same scope of the rest of the "self" variables, like "self.tamed".
However, I want to create a custom spawner method, and I have been doing so using the following code:
Code: Select all
if spawned_npc_count < npc_count then
-- Spawn a NPC
local npc = minetest.add_entity(pos, "advanced_npc:npc")
if npc and npc:get_luaentity() then
spawn(npc, pos)
-- Check some stuff ...
return true
else
npc:remove()
return false
end
Any ideas? If you meed to look more at the code you can find it here: https://github.com/hkzorman/advanced_np ... pawner.lua. And sorry if it's not related and maybe a bug in Minetest.
Thanks in advance!
Re: [Mod] Mobs Redo [1.34] [mobs]
Mobs themselves only save variables beginning with self. and that's it, anything else you add has to be saved either in a file or setting.
- D00Med
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Re: [Mod] Mobs Redo [1.34] [mobs]
I tried to make npc's return to a previously set postion.
This didn't seem to work at all. How can I make a mob go to a certain position? is there a better way to do this than trying to get it to follow an entity?
Code: Select all
if game_time <= 6000 or game_time >= 18000 and self.home ~= nil then
if self.home_object == nil then
self.home_object = minetest.add_entity(self.home, "mobs_npc:dummy")
end
self.following = self.home_object
end
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
Re: [Mod] Mobs Redo [1.34] [mobs]
Sadly mobs aren't that smart but in the api we have a mob variable called self.path.way which contains the pathfinding data for a mob to find and get to the player when attacking, and this could possibly be modified to a HOME position instead if mob has pathfinding enabled :)
- D00Med
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Re: [Mod] Mobs Redo [1.34] [mobs]
Oh ok, thanks.
I did have a look at that, but I don't really understand it.
I did have a look at that, but I don't really understand it.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
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Re: [Mod] Mobs Redo [1.34] [mobs]
Yes, I had them all there.TenPlus1 wrote:Mobs themselves only save variables beginning with self. and that's it, anything else you add has to be saved either in a file or setting.
For some reason, it looks like my world was corrupted. I have deleted it and created a new one and it works perfectly.
Thanks!
I also don't understand exactly how this works. Do you specify the ultimate position, or do you have to specify all the positions in the path to the point that you want? What would be the variable that represents the "goal position"?TenPlus1 wrote:Sadly mobs aren't that smart but in the api we have a mob variable called self.path.way which contains the pathfinding data for a mob to find and get to the player when attacking, and this could possibly be modified to a HOME position instead if mob has pathfinding enabled :)
Re: [Mod] Mobs Redo [1.34] [mobs]
self.path.way holds the pathfinder table which is a result of the minetest.find_path() function that provides the mob with a list of positions to follow until it reaches the player it wishes to attack... I am looking into a way of overriding this feature so that a home position can be given and it will do the same until the mob/npc returns home, that and keep the api light :)
Re: [Mod] Mobs Redo [1.34] [mobs]
Update:
Mob pathfinding level 2 has been tweaked so that they can break through walls and build up to get to player (not through hard nodes like obsidian etc)
Mob pathfinding level 2 has been tweaked so that they can break through walls and build up to get to player (not through hard nodes like obsidian etc)
Re: [Mod] Mobs Redo [1.34] [mobs]
D00Med, maybe this will help, it's a small routine that sends the mob to a specific position at night time:
Code: Select all
do_custom = function(self, dtime)
self.home_timer = (self.home_timer or 0) + dtime
if self.home_timer < 1 then return end -- every 1 second
self.home_timer = 0
if self.time_of_day > 0.2 and self.time_of_day < 0.8 then
return -- return if not night time
end
local h = {x = 1, y = 8, z = 2} -- destination coords
local p = self.object:getpos() -- mob position
local x, y, z = p.x - h.x, p.y - h.y, p.z - h.z
local dist = math.floor(math.sqrt(x * x + y * y + z * z))
if dist <= 1 then
print ("--- home!")
self.homepath = nil
self.state = "stand"
return
end
if self.homepath == nil then
self.homepath = minetest.find_path(h, h, 16, 3, 6, "Dijkstra")
print ("--- finding route", self.homepath, dist)
end
if self.homepath then
print ("--- following path", dist, #self.homepath)
local np = self.homepath[1] ; if not np then return end
if math.abs(np.x - p.x) + math.abs(np.z - p.z) < 0.6 then
table.remove(self.homepath, 1) ; print ("-- removed entry")
end
np = {x = np.x, y = np.y, z = np.z}
local vec = {x = np.x - p.x, z = np.z - p.z}
local yaw = (math.atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if np.x > p.x then yaw = yaw + math.pi end
self.object:setyaw(yaw)
set_velocity(self, self.walk_velocity)
end
end,
Re: [Mod] Mobs Redo [1.34] [mobs]
Can you tell me why mobs jump when they start to follow a path?
Re: [Mod] Mobs Redo [1.34] [mobs]
They do ? which mod, what's it standing on at the time ?
Re: [Mod] Mobs Redo [1.34] [mobs]
mobs redo and mobs monsters, relatively new versions. I'm tinker around with the oerkki for a new pathfinder. Every time he starts to follow a path he makes a little hop (not a normal jump)TenPlus1 wrote:They do ? which mod, what's it standing on at the time ?
Re: [Mod] Mobs Redo [1.34] [mobs]
I think the hops are the pathfinders way of making the mob unstuck if it gets stuck at some point.
Re: [Mod] Mobs Redo [1.34] [mobs]
Mobs jump when attacking, even if jump = false
I think that's a bug
I think that's a bug
- azekill_DIABLO
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Re: [Mod] Mobs Redo [1.34] [mobs]
i also seen this.
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Re: [Mod] Mobs Redo [1.34] [mobs]
Just to clarify: I don't mean these hops at the beginning of the pathfinder, I mean jumping. One mob jumps on a 3 node high wall
- azekill_DIABLO
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Re: [Mod] Mobs Redo [1.34] [mobs]
oh. I just seen a mod jumping for no reason while tracking and attacking me. that all. And mobs swims weirdly too. they hop,like burli described it, but in water.
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Re: [Mod] Mobs Redo [1.34] [mobs]
minetest.find_path() seems to always returns nil...TenPlus1 wrote:D00Med, maybe this will help, it's a small routine that sends the mob to a specific position at night time:
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