Mobkit and zombiestrd github sources:
https://github.com/Andrey2470T/mobkit
https://github.com/Andrey2470T/zombiestrd
Sure.GamingAssociation39 wrote:Is it possible to make a mob stay put but still move and bite passing players?
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
not jumping: self.isongorundruns wrote:Hi
how could I check a mob not moving?
And not jumping? self.isonground?
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.
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
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.
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 ?
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.
Code: Select all
function mobkit.hq_goto(self,prty,tpos)
-- go to tpos position
-- returns on arrival
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?
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
The PR is based on master which is currently 5.2. devruns wrote:I have 5.1.1. Can I compile that?
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?
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?
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?
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