[Modpack] NPC Framework [minetest-npcf] [WIP]

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Esteban » Fri Sep 12, 2014 12:12

balthazariv wrote:How do I remove them ?
I hit them but they resistent.


/npc remove npcsname
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by balthazariv » Fri Sep 12, 2014 23:13

Esteban wrote:/npc remove npcsname


Okay, but if you had an option "destruct" in menu of each character, it would be easier for players who don't like command lines (like me ;-) )
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by SAMIAMNOT » Sat Sep 20, 2014 23:05

Hey, I got two issues,
#1 Only Guards and Deco NPCs move
#2 I can't kill any of the NPCs.

How do you fix this? I made a hotel complete with a cafeteria but I can't go in cause this NPC is blocking the way. Cant kill him either.

EDIT 1: Never mind. Esteban fixed it. But still, how do you make them move?
EDIT 2: /npc is not a valid command according to Minetest.
Last edited by SAMIAMNOT on Sat Sep 20, 2014 23:14, edited 1 time in total.
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Esteban » Sat Sep 20, 2014 23:13

SAMIAMNOT wrote:Hey, I got two issues,
#1 Only Guards and Deco NPCs move
#2 I can't kill any of the NPCs.

How do you fix this? I made a hotel complete with a cafeteria but I can't go in cause this NPC is blocking the way. Cant kill him either.

EDIT 1: Never mind. Esteban fixed it. But still, how do you make them move?


Issue #1

Info npcs and trader npcs do not move. The builder moves as he builds the basic_hut.we.
Its not a bug or problem, they were coded that way.

Issue #2

Npcs cannot be killed, they are removed by using a command:
/npcf remove npcsname
EDIT: /npcf delete npcsname
They are meant to be placed by admins and not removable by other users.
Last edited by Esteban on Sat Sep 20, 2014 23:27, edited 1 time in total.
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by SAMIAMNOT » Sat Sep 20, 2014 23:21

I issued the command twice and nothing happened.
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Esteban » Sat Sep 20, 2014 23:26

SAMIAMNOT wrote:I issued the command twice and nothing happened.


Sorry, Its:
/npcf delete npcsname
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Sokomine » Sun Sep 21, 2014 00:41

SAMIAMNOT wrote:Thanks! It worked! Goodbye Ken! ;)

Poor Ken :-)

Esteban wrote:Info npcs and trader npcs do not move. The builder moves as he builds the basic_hut.we.
Its not a bug or problem, they were coded that way.

That's right. NPC standing in the way and/or becoming victim to clearallobjects where reasons for me to add an option to pick them up in my traders mod. Beeing able to place a mob elsewhere is sometimes important.
A list of my mods can be found here.
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by SAMIAMNOT » Mon Oct 13, 2014 22:33

How do blacklists and whitelists work?
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Esteban » Mon Oct 13, 2014 22:52

SAMIAMNOT wrote:How do blacklists and whitelists work?


Blacklist is the mobs to be attacked.
Ex. Oerkki monster, type in the box "mobs:oerkki".

Whitelist is the name of players not to be attacked if you check "Attack players"
Ex. Just write the name of the player.
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Esteban » Fri Nov 14, 2014 12:01

kidmondo wrote:my only question is what do i save it as?


The name of the mod? Is a modpack, so make sure the mod with the npcs is called "npcf" and the one with fonts as "textcolors". If you have issues check the posts above, usually they help.
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Ikishida » Sun Nov 30, 2014 12:43

Hey man,can I Please use this for my Sword Art Online/Gun Gale Online Mod I wanna make a comeback mod
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Esteban » Mon Dec 01, 2014 01:01

Ikishida wrote:Hey man,can I Please use this for my Sword Art Online/Gun Gale Online Mod I wanna make a comeback mod


Welcome back! is good to see you back working on mods!
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by HeroOfTheWinds » Mon Dec 01, 2014 19:09

Ikishida wrote:Hey man,can I Please use this for my Sword Art Online/Gun Gale Online Mod I wanna make a comeback mod

Since it's licensed as LGPL, there's no reason you can't. :)

SAO/GGO mod, eh? Seems like it could be cool.
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by SAMIAMNOT » Tue Dec 02, 2014 01:37

I had this super wierd bug where the NPCs would dissappear afterabout 40 secs and made a sound like you were walking on grass when you place one. Is it me? Anybody else have this issue?
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Ikishida » Sun Jan 04, 2015 10:39

HeroOfTheWinds wrote:
Ikishida wrote:Hey man,can I Please use this for my Sword Art Online/Gun Gale Online Mod I wanna make a comeback mod

Since it's licensed as LGPL, there's no reason you can't. :)

SAO/GGO mod, eh? Seems like it could be cool.


Ehh...might not be...you tell me.go to my profile and look for my topics,you can see my
SAO mod there.it's pretty lame.but,if I get permission for the guns mod,I could make
the guns and if I find an enchantment mod,maybe it'll work out! thanks for the comment though.

Shida out!
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by gumangel » Tue Jan 06, 2015 19:22

balthazariv wrote:
Esteban wrote:/npc remove npcsname


Okay, but if you had an option "destruct" in menu of each character, it would be easier for players who don't like command lines (like me ;-) )

try with kill them with a sword.it worked for me.but idk wich npc mod i do have for sure
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by GFX_Garage » Thu May 14, 2015 15:28

I really like this mod. I'm either having a problem or would like to suggest a new feature. I'm working on an adventure map and I was hoping to have npcs that display messages. This mod works well for that except that multiple information npcs all share the same text message. I can skin them all differently but they all sing the same tune. If I change it in one, the rest follow suit. Is this the how it's supposed to be; and if so, could it be changed?
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by GFX_Garage » Fri May 15, 2015 12:11

Ok, for some reason it's working today. I guess it was just me or something. All of the information NPCs have unique messages now. I don't know what happened. Maybe I did something that bugged it out. Anyway; I really like this mod.

Some of the NPCs did change their vertical position by one half snap. Three of them are now one half below where I placed them and one is one half above. I'll try using the setpos command to fix it.

Sorry for the confusion.
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by stu » Fri May 15, 2015 18:03

GFX_Garage wrote:Ok, for some reason it's working today. I guess it was just me or something. All of the information NPCs have unique messages now. I don't know what happened. Maybe I did something that bugged it out. Anyway; I really like this mod.

Some of the NPCs did change their vertical position by one half snap. Three of them are now one half below where I placed them and one is one half above. I'll try using the setpos command to fix it.

Sorry for the confusion.


No problem, let me know if the position problem persists and I will have a look at it. Unfortunately minetest's entity system has been known to be somewhat buggy and one of the main reasons I gave up working on this a long time ago.

I have, however, noticed that a few servers are actually using this so I will do my best to fix any genuine bugs in the mod itself.
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by GFX_Garage » Sat May 16, 2015 03:14

[/quote]
No problem, let me know if the position problem persists and I will have a look at it. Unfortunately minetest's entity system has been known to be somewhat buggy and one of the main reasons I gave up working on this a long time ago.

I have, however, noticed that a few servers are actually using this so I will do my best to fix any genuine bugs in the mod itself.[/quote]

Thanks stu. :-)

It is persisting. It seems that the current version of minetest snaps nodes on the .5s on the y axis. The entities keep snapping to hole numbers. Sometimes they choose the one above and sometimes the one below. Other than that, it works pretty well. I hope this information is helpful.
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by SAMIAMNOT » Fri Jul 10, 2015 21:33

I dont know why but I cant blacklist nodes anymore.

EDIT: To expound, I cannot alter the blacklist text entry; that is, if I change it and hit enter or hit OK the changes are not saved when I right-click the NPC, IF I have already changed one entry. So, for instance, after blacklisting animals_modpack:wolf I could not come back and blacklist animals_modpack:bear, nor blacklist it in a new guard. Please help, this has led me to stop using your guards unless I want to attack players.
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by stu » Sun Jul 12, 2015 20:43

SAMIAMNOT wrote:I dont know why but I cant blacklist nodes anymore.

EDIT: To expound, I cannot alter the blacklist text entry; that is, if I change it and hit enter or hit OK the changes are not saved when I right-click the NPC, IF I have already changed one entry. So, for instance, after blacklisting animals_modpack:wolf I could not come back and blacklist animals_modpack:bear, nor blacklist it in a new guard. Please help, this has led me to stop using your guards unless I want to attack players.


There are some really nasty bugs and inefficiencies in the current version of this modpack.
I have, however, noticed that it is actually being used by a few people and so decided it deserved little love :3

Although not quite ready for public consumption yet, I have just pushed my 'next generation' branch upstream for testing purposes. This is pretty much a ground-up rewrite of the core so I'd be interested to read the findings of those who do.

https://github.com/stujones11/minetest-npcf/tree/npcf_ng (requires a recent dev build of minetest)

Note that there is now a new example mob npc, you probably wanna disable that one for now as it is hightly destructive! (you have been warned)
 

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