just one thing in your wildlife mod:
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local function herbivore_brain(self)
if self.object:get_hp() <=100 then
Like this all wildlife mobs die as soon as they spawn :D
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local function herbivore_brain(self)
if self.object:get_hp() <=100 then
Change to:Gundul wrote:Well done. Zombieworld is up to date now.
just one thing in your wildlife mod:
same for the predators. You forgot to change to your new api I guess :)Code: Select all
local function herbivore_brain(self) if self.object:get_hp() <=100 then
Like this all wildlife mobs die as soon as they spawn :D
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if self.hp <= 0 then
No no, heal shouldn't increase over max hp, this is a bug sorry.runs wrote:mobkit.heal(luaent,dmg) can increase over max_hp and mobkit.hurt(luaent,dmg) below 0.
ContentDB is bugged from a day ago. :-(Stix wrote:I tried downloading wildlife from the ContentDB and got the error "no proper mod or modpack found" perhaps it needs to be reuploaded?
Should work already, I added that a couple versions ago, doesn't it?runs wrote: -iddle animations, more than one, and randomly selected, as the textures. Mobs redo have 5 max for each animation, but i do not understand this limit.
For now I recommend copying relevant behaviors over to your mod and modifying them there.runs wrote: -when runaway apply the run animation, if not existed, then the walk one.
Sorry, it works hahahaTermos wrote:Should work already, I added that a couple versions ago, doesn't it?runs wrote: -iddle animations, more than one, and randomly selected, as the textures. Mobs redo have 5 max for each animation, but i do not understand this limit.
I'm sure I've seen it working in Petz.
For now I recommend copying relevant behaviors over to your mod and modifying them there.runs wrote: -when runaway apply the run animation, if not existed, then the walk one.
I'll think about adding a fallback to animate() for the next version.
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-- Memory functions.
-- Stuff in memory is serialized, never try to remember objectrefs.
function mobkit.remember(self,key,val)
self.memory[key]=val
return val
end
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2019-07-30 18:50:36: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'zombiestrd' in callback luaentity_Step(): .minetest/mods/petz/mobkit/init.lua:56: attempt to index local 'vec' (a nil value)
2019-07-30 18:50:36: ERROR[Main]: stack traceback:
2019-07-30 18:50:36: ERROR[Main]: .minetest/mods/petz/mobkit/init.lua:56: in function 'pos_shift'
2019-07-30 18:50:36: ERROR[Main]: .minetest/mods/petz/mobkit/init.lua:389: in function 'is_neighbor_node_reachable'
2019-07-30 18:50:36: ERROR[Main]: .minetest/mods/petz/mobkit/init.lua:444: in function 'get_next_waypoint'
2019-07-30 18:50:36: ERROR[Main]: .minetest/mods/petz/mobkit/init.lua:529: in function 'goto_next_waypoint'
2019-07-30 18:50:36: ERROR[Main]: .minetest/mods/zombiestrd/init.lua:132: in function 'func'
2019-07-30 18:50:36: ERROR[Main]: /home/mars/.minetest/mods/petz/mobkit/init.lua:648: in function 'execute_queues'
2019-07-30 18:50:36: ERROR[Main]: .minetest/mods/petz/mobkit/init.lua:1322: in function </home/mars/.minetest/mods/petz/mobkit/init.lua:1213>
Not sure how to help, looks like this version of zombiestrd has been modified, there's a comment at line 132 in the original.Gundul wrote: 2019-07-30 18:50:36: ERROR[Main]: .minetest/mods/zombiestrd/init.lua:132: in function 'func'
Sure, the next version.runs wrote: What about adding a 'return' to the remember function? With this, you could set a var and saved it at the same time.
Sorry I always forget that I added code for highscore list etc.Termos wrote:Not sure how to help, looks like this version of zombiestrd has been modified, there's a comment at line 132 in the original.Gundul wrote: 2019-07-30 18:50:36: ERROR[Main]: .minetest/mods/zombiestrd/init.lua:132: in function 'func'
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-- custom behaviour
-- makes them move in stimulus' general direction for limited time
local function hq_attracted(self,prty,tpos)
local timer = time() + random(20,30) -- zombie's attention span
local func = function(self)
if time() > timer then return true end
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
if vector.distance(pos,tpos) > 3 then
mobkit.goto_next_waypoint(self,tpos) *** This is line 132 ***
else
return true
end
end
end
mobkit.queue_high(self,func,prty)
end
Turns out your mobkit has been modified as well.Gundul wrote: Sorry I always forget that I added code for highscore list etc.
I am innocent in this case :) But I remember like that runs added somethingTermos wrote: Turns out your mobkit has been modified as well.
Identified a possible cause, a small bugfix release coming very soon.
Thermos is right, bugs has t be reported with original mobkit.Gundul wrote:I am innocent in this case :) But I remember like that runs added somethingTermos wrote: Turns out your mobkit has been modified as well.
Identified a possible cause, a small bugfix release coming very soon.
for his flying petz.
Petz mod, wildlife and zombiestrd are running for 2 months now together with
your mobkit on ZombieTest server. That was the first and only crash in a long
period of time. For being still alpha your mobkit is very stable and reliable.
and-- dumb friction
if self.isonground and not(self.can_fly) then
self.isinliquid = false
if not(self.can_fly) then
self.object:set_acceleration({x=0,y=mobkit.gravity,z=0})
end
I've seen your flying behavior, it seems to use the collisionbox-too-tall trick ;), that's why it's affected by friction.runs wrote: -- dumb friction
if self.isonground and not(self.can_fly) then
Mobkit is an api and has no dependencies, that means it supports anything that can be done using minetest api and is compatible with other mods, including playereffects, red flashes and other colors as well.StarNinjas wrote:Hello, I think you should look into CME and make it more like that, also it would be awesome if you could add support for playereffects, so mobs could inflict magical dmg. Red flash would be cool too.
I can't be much help, I don't know much, to say almost nothing, of animations.I feel flying must be synced with animation, alas, I've run into problems with that. I'd appreciate any help.
Examples don't use heal, that's why it slipped through testing, thanks.runs wrote:Hi Thermos I report you an error in line 346
Short answer, you code using minetest api and other mods of your choice as you normally would.StarNinjas wrote:@Termos could you show me how?
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