[Mod] Mobs Redo [1.50] [mobs]

User avatar
Stix
Member
 
Posts: 1372
Joined: Fri Aug 04, 2017 14:19
Location: USA
IRC: nil
In-game: Stix [+alts]

Re: [Mod] Mobs Redo [1.50] [mobs]

by Stix » Mon Sep 09, 2019 19:54

Is there anyway i can tell a mob to pathfind to a set pos within mobs_redo?
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

User avatar
TenPlus1
Member
 
Posts: 2588
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.50] [mobs]

by TenPlus1 » Tue Sep 10, 2019 06:13

Stix: Mobs Redo API has built in variables that handle many of the workings and thankfully can be edited either by mods or having a mob's custom function kick in and set them to a specific value... In this case self.path.way holds a table of coords for the mob to follow using pathfinding and can be changed to make them follow a set path.
 

User avatar
mcbits
New member
 
Posts: 9
Joined: Sat Aug 17, 2019 11:58
GitHub: mcbits

Re: [Mod] Mobs Redo [1.50] [mobs]

by mcbits » Fri Sep 13, 2019 19:47

Is there any way to fix the way hostile mobs chase their targets so they don't do that goofy spinning thing when they're directly above or below the target?

I'm thinking mobs should switch to a different mode of horizontal movement once their horizontal position is within 2-3 blocks from the target's horizontal position, but I'm not seeing where best to put that kind of logic (or if another solution already exists).
 

Previous

Return to Mod Releases



Who is online

Users browsing this forum: gameusurper and 10 guests