Mobkit - Entity API [mobkit][alpha]

Termos
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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

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 ;)

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Re: Mobkit - Entity API [mobkit][alpha]

by u18398 » Post

Termos wrote:
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...

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Re: Mobkit - Entity API [mobkit][alpha]

by Imk » Post

zombiestrd (update18.10.2019)

zombies rarely kill themselves
or they have special weapons for them?
don't burn during the day like this?

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runs
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Re: Mobkit - Entity API [mobkit][alpha]

by runs » Post

Could you add a no_jump group for a node not jumping?

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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

Imk wrote: zombies ... don't burn during the day like this?
I wonder why so many expect zombies to be burned by sunlight, they're not vampires afterall.

Here is the explanation on how they work.
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.

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runs
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Re: Mobkit - Entity API [mobkit][alpha]

by runs » Post

Termos wrote:
Imk wrote: zombies ... don't burn during the day like this?
I wonder why so many expect zombies to be burned by sunlight, they're not vampires afterall.

Here is the explanation on how they work.
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.
To implement a fence/barn thing.

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runs
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Re: Mobkit - Entity API [mobkit][alpha]

by runs » Post

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.

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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

runs wrote:To implement a fence/barn thing.
We've been talking about this before

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.
Works fine on my end.

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Re: Mobkit - Entity API [mobkit][alpha]

by Imk » Post

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 :)

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runs
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Re: Mobkit - Entity API [mobkit][alpha]

by runs » Post

Termos wrote:
runs wrote:To implement a fence/barn thing.
We've been talking about this before

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.
Works fine on my end.
The list is a lot of more easy. :-D

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runs
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Re: Mobkit - Entity API [mobkit][alpha]

by runs » Post

I am making a monster. How to make it tough?

I do not get difference changing:

max_hp??
attack={range=0.5, damage_groups = {fleshy=15}}, ???

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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

runs wrote: I do not get difference changing:
max_hp??
attack={range=0.5, damage_groups = {fleshy=15}}, ???
Do you mean setting hp higher doesn't work?
Actual hp is saved, make sure to spawn a new one after you've modified the entity.

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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

Update 191027

changes:

mobkit:
  • optional 'physics' lueantity field
    • 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.

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runs
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Re: Mobkit - Entity API [mobkit][alpha]

by runs » Post

mobkit.set_acceleration(thing,vec,limit)

Interesting I've implemented this before with a timer. Can you put an example? I do not unserstand the limits, limits what?

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Re: Mobkit - Entity API [mobkit][alpha]

by ElCeejo » Post

Fairly certain it limits the velocity, so if you set the limit to 7, it won't go beyond a velocity of 7.

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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

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.

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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

Coming up next

Image
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runs
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Re: Mobkit - Entity API [mobkit][alpha]

by runs » Post

Termos wrote:Coming up next

Image
Oh, cool :-)

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Re: Mobkit - Entity API [mobkit][alpha]

by texmex » Post

That looks awesome.

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Re: Mobkit - Entity API [mobkit][alpha]

by Extex » Post

Looks cool!
The model appears a bit simplistic.
I can try to make one for you as soon as the power gets turned back on where my computer is
Creator of jelys_pizzaria and motorbike, and player of persistent kingdoms. RIP

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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

Extex wrote:The model appears a bit simplistic.
I can try to make one for you as soon as the power gets turned back on where my computer is
Yeah, this is primarily about flight mechanics, the model is just a placeholder really.

Actually it could be great if you tried making a bird model with flapping wings animation. Would be nice if wings had joints.

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Re: Mobkit - Entity API [mobkit][alpha]

by u18398 » Post

Termos wrote:Coming up next
Yes ! I already see eagles circling around Mt St.Thomas
in Lilly in the valley.

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Re: Mobkit - Entity API [mobkit][alpha]

by Extex » Post

Termos wrote:
Extex wrote:The model appears a bit simplistic.
I can try to make one for you as soon as the power gets turned back on where my computer is
Yeah, this is primarily about flight mechanics, the model is just a placeholder really.

Actually it could be great if you tried making a bird model with flapping wings animation. Would be nice if wings had joints.
Ok, here's what I've got so far
Image
Currently has no wings, I still have to texture it and UV unwrap, needs to be rigged and animated
P.S. Beak is debatable XD

But what do you think of it so far?
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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

Extex wrote: But what do you think of it so far?
Looks great to me, the beak too.

The thing I'd change is the tail,
it would look better in flight if spread horizontally,
and in rest position if pointing slightly down.

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Re: Mobkit - Entity API [mobkit][alpha]

by Extex » Post

Termos wrote:
Extex wrote: But what do you think of it so far?
Looks great to me, the beak too.

The thing I'd change is the tail,
it would look better in flight if spread horizontally,
and in rest position if pointing slightly down.
Ok I've applied your suggestion.
I was actually planning to do it anyway but I forgot XD

Image

It's textured and has wings, it just needs to be rigged and animated now
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