Gundul wrote:On Lilly all works fine, but on Zombies after the update whales suddenly move backwards or do not know anymore to avoid obstacles.
Seen it.
One function that changed recently is go_forward_horizontal(), it no longer takes yaw as a parameter, instead it uses object's yaw, check if your mod makes use of this function, it's no longer viable if anything weird is happening like inverted axes for example ;)
Gundul wrote:On Lilly all works fine, but on Zombies after the update whales suddenly move backwards or do not know anymore to avoid obstacles.
Seen it.
One function that changed recently is go_forward_horizontal(), it no longer takes yaw as a parameter, instead it uses object's yaw, check if your mod makes use of this function, it's no longer viable if anything weird is happening like inverted axes for example ;)
oh thanks, I think that is it. I remember like I have seen that function in one of the custom moving function I changed
from your mobkit. I will hopefully fix it this weekend. Thanks too runs and Eran it will maybe the best solution to turn the whale model in the right way XD. looks like if minetest entity rotation doesn't do it, I will need to invest some time in blender...
runs wrote:Could you add a no_jump group for a node not jumping?
Mobkit can't ever deal with specific names or groups, but if you described the issue a little bit more in detail maybe we could find a proper solution.
runs wrote:Could you add a no_jump group for a node not jumping?
Mobkit can't ever deal with specific names or groups, but if you described the issue a little bit more in detail maybe we could find a proper solution.
Arbitrary restrictions aren't a great design, but I should add a nogo list param to is_neighbor_node_reachable anyway.
You can choose what's coming next, this or proper flying behavior.
runs wrote:Can you check mobkit.hq_warn? I get stucked mobs, walking animation but still. I have to get very close to the mob to the attack reinit.
Termos. Yeah, he hit them on the head. I figured it out myself. Some fall fast, others aren't actually killed.
climbing a mountain and trying to beat them from above didn't help.
Then I wanted to go behind their backs almost unrealistically.
Maybe a vein to this ping to the server.
wanted to take his place as a substitute mod cme
lava doesn't work on them. One player tried to pour a bucket of lava on them.
I like the AI of your zombies.
It's hard for players to kill them in some cases that they don't kill at all.
I'll have time to turn them on again and shoot the video.
Legacy of the Minecraft. That's why they all want the same effect burning zombies :)
Arbitrary restrictions aren't a great design, but I should add a nogo list param to is_neighbor_node_reachable anyway.
You can choose what's coming next, this or proper flying behavior.
runs wrote:Can you check mobkit.hq_warn? I get stucked mobs, walking animation but still. I have to get very close to the mob to the attack reinit.
provide a custom function to override default physics
warning: if you do that, behaviors that make assumptions based on default physics probably won't work properly.
added mobkit.set_acceleration(thing,vec,limit)
sets acceleration with components limited to <-limit,limit> range.
thing can be either a luaentity or it's object.
momentary high acceleration makes perfect sense as far as physics is concerned, but the engine doesn't like too great values.
From now on built in physics also uses this one.
brainfunc() renamed to logic()
There's more to this function than decision making and it's also useful for inanimate objects, so a name implying cognitive functions could be misleading.
Brainfunc remains as an alias though, no changes to existing mods are required.
added mobkit.vitals(self)
Vitals are no longer handled by default, to enable default fall damage and drowning call this function in logic() before hp check.
mobkit.lq_jumpattack() behavior
added 0.3s delay after making an attack to prevent mobs from making rapid series of reckless attacks.
wildlife and zombiestrd:
added vitals check to wolves and deer
enabled lava damage
works only for lava source, that's probably the best I could do without dependencies, if flowing lava damage is required, it has to be DIYed according to particular game being used.
Existing mods should work with this update, only required action is to add mobkit.vitals to brainfunc/logic if required.
Reminder: mobkit namespace is supposed to be shared, please don't write to mobkit namespace (the global mobkit table) if your mod is going to be distributed for use with official Minetest.
Actually the limit applies to each acceleration component (x,y and z)
Please ignore the function for now, I'm working on a better way of preventing extremities.
It is essential to know the difference between velocity and acceleration, the former is actual momentary value, the latter is how velocity changes over time.
I remember somebody trying to make a mob jump by setting acceleration upwards - that would make them start slow and get faster over time, which is the opposite of what should be happening.
Better to set high velocity only once and let gravity(acceleration) do its job on subsequent steps.