Mobkit - Entity API [mobkit][alpha]
- Andrey01
- Member
- Posts: 2579
- Joined: Wed Oct 19, 2016 15:18
- GitHub: Andrey2470T
- In-game: Andrey01
- Location: Russia, Moscow
Re: Mobkit - Entity API [mobkit][alpha]
I`m making a head rotation API and I don`t know how to fix those horrible rotations represented on the video below (maybe pretty of low resolution, but I couldn`t do else):
Why does a head become to rotate in the spiral-like direction around the one`s torso and even being changed along 'y' axis if I change only the current rotation?
Mobkit and zombiestrd github sources:
https://github.com/Andrey2470T/mobkit
https://github.com/Andrey2470T/zombiestrd
Why does a head become to rotate in the spiral-like direction around the one`s torso and even being changed along 'y' axis if I change only the current rotation?
Mobkit and zombiestrd github sources:
https://github.com/Andrey2470T/mobkit
https://github.com/Andrey2470T/zombiestrd
Re: Mobkit - Entity API [mobkit][alpha]
First guess, I'd check alignment of the head model. All rotations pivot around model's 0,0,0, so if the model is way up it would move like a hammer instead of rotating.
The zero point should be roughly around the bottom face of that cuboid.
The zero point should be roughly around the bottom face of that cuboid.
- GamingAssociation39
- Member
- Posts: 858
- Joined: Mon Apr 25, 2016 16:09
- GitHub: Gerold55
- IRC: Gerold55
- In-game: Gerold55
- Location: Maryland, USA
Re: Mobkit - Entity API [mobkit][alpha]
Is it possible to make a mob stay put but still move and bite passing players?
Jesus Is Lord and Savior!!!
Re: Mobkit - Entity API [mobkit][alpha]
Sure.GamingAssociation39 wrote:Is it possible to make a mob stay put but still move and bite passing players?
Actually such a behavior should be very simple, as it doesn't even involve moving around. Just turn towards the player, play an attack animation and punch if still in range.
Re: Mobkit - Entity API [mobkit][alpha]
Your eagle now flies with radar :)
viewtopic.php?f=9&t=23436&p=365285#p365285
viewtopic.php?f=9&t=23436&p=365285#p365285
Re: Mobkit - Entity API [mobkit][alpha]
I tried releasing eagles in a sparse forest, most of them managed to slalom between trees and gain altitude. Nicely done!Gundul wrote:Your eagle now flies with radar :)
viewtopic.php?f=9&t=23436&p=365285#p365285
- ElCeejo
- Member
- Posts: 210
- Joined: Thu Feb 28, 2019 23:29
- GitHub: ElCeejo
- In-game: ElCeejo
- Location: Your Mother's house
Re: Mobkit - Entity API [mobkit][alpha]
I've noticed while working on large hitbox support that mobs seem to have issues with snow. Just thought I'd tell you in case you didn't notice.
Re: Mobkit - Entity API [mobkit][alpha]
Hi
how could I check a mob not moving?
And not jumping? self.isonground?
how could I check a mob not moving?
And not jumping? self.isonground?
Re: Mobkit - Entity API [mobkit][alpha]
not jumping: self.isongorundruns wrote:Hi
how could I check a mob not moving?
And not jumping? self.isonground?
not moving: check length of velocity vector
Re: Mobkit - Entity API [mobkit][alpha]
Yes, that's an artifact from 4.17 where nodes didn't have separate collision boxes. This bug is kinda fun and harmless so I don't feel hard pressed to fix it.ElCeejo wrote:I've noticed while working on large hitbox support that mobs seem to have issues with snow. Just thought I'd tell you in case you didn't notice.
As to large box support, I am working on it, but in the meantime I got bored by working around various engine issues so now I'm trying to fix some of them and that will be the priority for some time. If I succeed it will make things better for everyone.
Re: Mobkit - Entity API [mobkit][alpha]
Is there a special reason why hq_goto target stops 3 nodes in front of target ?
Code: Select all
function mobkit.hq_goto(self,prty,tpos)
[...]
if vector.distance(pos,tpos) > 3 then
[...]
end
mobkit.queue_high(self,func,prty)
end
Re: Mobkit - Entity API [mobkit][alpha]
Yes, engine bugs firstly :-)Termos wrote:As to large box support, I am working on it, but in the meantime I got bored by working around various engine issues so now I'm trying to fix some of them and that will be the priority for some time. If I succeed it will make things better for everyone.
Re: Mobkit - Entity API [mobkit][alpha]
Haven't found any use for that one. Iirc it's just a general area, also if you send more than one mob to the same spot they won't be fighting for the exact location.Gundul wrote:Is there a special reason why hq_goto target stops 3 nodes in front of target ?
It's a simple behavior, just copy it and modify as needed.
Re: Mobkit - Entity API [mobkit][alpha]
That's what I always do :)Termos wrote:Haven't found any use for that one. Iirc it's just a general area, also if you send more than one mob to the same spot they won't be fighting for the exact location.Gundul wrote:Is there a special reason why hq_goto target stops 3 nodes in front of target ?
It's a simple behavior, just copy it and modify as needed.
Only, it took some time until I figured out why it was not working from the beginning, documentation says:
Code: Select all
function mobkit.hq_goto(self,prty,tpos)
-- go to tpos position
-- returns on arrival
- ElCeejo
- Member
- Posts: 210
- Joined: Thu Feb 28, 2019 23:29
- GitHub: ElCeejo
- In-game: ElCeejo
- Location: Your Mother's house
Re: Mobkit - Entity API [mobkit][alpha]
I've come across a problem, for some reason my mobs give me an error saying "lastvelocity" is nil at line 939 in mobkits init file. Any idea what would cause this?
Re: Mobkit - Entity API [mobkit][alpha]
The most common cause would be them not using mobkit.actfunc() in their on_activate callback.ElCeejo wrote:I've come across a problem, for some reason my mobs give me an error saying "lastvelocity" is nil at line 939 in mobkits init file. Any idea what would cause this?
Re: Mobkit - Entity API [mobkit][alpha] - a request
Just got a request for those who want better mobs in Minetest and can be bothered to compile MT from source.
Please consider helping me test this PR: https://github.com/minetest/minetest/pull/9343
Please consider helping me test this PR: https://github.com/minetest/minetest/pull/9343
Re: Mobkit - Entity API [mobkit][alpha] - a request
I have 5.1.1. Can I compile that?Termos wrote:Just got a request for those who want better mobs in Minetest and can be bothered to compile MT from source.
Please consider helping me test this PR: https://github.com/minetest/minetest/pull/9343
Re: Mobkit - Entity API [mobkit][alpha]
can 'mobkit.get_spawn_pos_abr' get a span pos into water?
Re: Mobkit - Entity API [mobkit][alpha] - a request
Yes, besides a position it returns liquidflag which indicates if the node at pos is covered in liquid.
If it's false try to spawn a land creature, if it's true an aquatic one.
If it's false try to spawn a land creature, if it's true an aquatic one.
The PR is based on master which is currently 5.2. devruns wrote:I have 5.1.1. Can I compile that?
Re: Mobkit - Entity API [mobkit][alpha]
A user of my petz mod reported me that aquatic animals spawn so rarely, and in shallows. Can be caused by the player rarely face the oceans?
Re: Mobkit - Entity API [mobkit][alpha]
Technically yes, but then they have to get near water to be able to tell spawn rate is low, so I'd look elsewhere.runs wrote:Can be caused by the player rarely face the oceans?
Try checking your spawn chances, and oh, the function only tells you if there's any water, so if you don't want them to spawn in shallows, you should check if it's deep enough.
- ElCeejo
- Member
- Posts: 210
- Joined: Thu Feb 28, 2019 23:29
- GitHub: ElCeejo
- In-game: ElCeejo
- Location: Your Mother's house
Re: Mobkit - Entity API [mobkit][alpha]
Is there a way of letting mobs freely roam through water as if they were on land aside from rewriting half of mobkit?
- Lone_Wolf
- Member
- Posts: 2578
- Joined: Sun Apr 09, 2017 05:50
- GitHub: LoneWolfHT
- IRC: LandarVargan
- In-game: LandarVargan
Re: Mobkit - Entity API [mobkit][alpha]
Can't just make them sink 100% and remove/offset the drown checks?ElCeejo wrote:Is there a way of letting mobs freely roam through water as if they were on land aside from rewriting half of mobkit?
Re: Mobkit - Entity API [mobkit][alpha]
What kind of mobs, do you mean like fish and swimming ? Or walking underwater, or floating on the surface ?ElCeejo wrote:Is there a way of letting mobs freely roam through water as if they were on land aside from rewriting half of mobkit?
Who is online
Users browsing this forum: No registered users and 35 guests