Perfect!Extex wrote:
Now onto the most important part, wings:
can you please make sure that with the wings spread, wing span is slightly greater than body length?
Perfect!Extex wrote:
Same problem here. Semiaquatic animals like frogs and beavers. I 'solved' spawning on water or land, but animals cannot abandon those zones. It could be possible to do that terrestial mobs would jump to water, but not viceversa because currently aquatic mobs do not approach to coast (only one node deep), they need 2 nodes of depth at least to swim.ElCeejo wrote:I've been working with making swimming mobs that can leave or enter water freely. The problem I've encountered is non aquatic mobs avoid water, and aquatic mobs avoid shallow areas/land. My suggestion is to maybe have a "toggle" (Like fears_land or fears_water) so that some mobs won't avoid going in/out of water.
Mobkit differs significantly in this regard to typical MT mob mods where you have a ready to go code and toggle switches.ElCeejo wrote:My suggestion is to maybe have a "toggle" (Like fears_land or fears_water) so that some mobs won't avoid going in/out of water.
I will try. But a flag is required to difference between pure aquatic and semiaquatic mobs, if they share the same behaviour.Termos wrote:Mobkit differs significantly in this regard to typical MT mob mods where you have a ready to go code and toggle switches.ElCeejo wrote:My suggestion is to maybe have a "toggle" (Like fears_land or fears_water) so that some mobs won't avoid going in/out of water.
This is an api that gives you infinitely more possibilities, but requires coding.
Toggles make little sense here, instead think in terms of behaviors.
There are separate land based and aquatic behaviors which are very different, what you need is something to connect them, i.e. another behavior 'go find water' or 'swim to land'. Another possibility is to detect if a mob is near water directly in brain/logic, kick off a jump towards water and switch to an aquatic behavior.
As an example see hq_liquid_recovery and hq_swimto, Wildlife animals use these behaviors to get out of water.
The built in behaviors are really examples, custom behaviors are required for mobs doing anything significantly different than that.
Anyway I'll be revising builtin land based behaviors after I have finished basic flying.
Not necessarily, if transitions are separate behaviors then pure mobs simply won't think of doing them (that is their logic never initiate these behaviors)runs wrote:I will try. But a flag is required to difference between pure aquatic and semiaquatic mobs, if they share the same behaviour.
something like this?Gundul wrote:Yes ! I already see eagles circling around Mt St.Thomas
in Lilly in the valley.
Exactly. :)Termos wrote:
something like this?
This requires increasing active_object_send_range_blocks though, and probably decreasing spawn rates to compensate.
Yup.Gundul wrote: Is there a way to use different animation for a mob in special behaviours ?
Let's say for example eagles when they see some pray and change from
circling to attack. Which means no wing movement but shoot straight down to the earth.
Yeah I think the wingspan will have to be increasedTermos wrote: Perfect!
Now onto the most important part, wings:
can you please make sure that with the wings spread, wing span is slightly greater than body length?
Thanks, I'm curious where that conversation is gonna go.runs wrote:I've proposed mobkit philosophy as a solution to the Minetest mob dead-end.
The most important part is having as much still background as possible to keep the size small, so stationary camera, if there's water I swap the texture for an unanimated version, turn off clouds sometimes etc.Extex wrote:P.S. How do you do you gifs?
I'd try importing it into gimp and exporting it back, it should compress the hell out of it. Or record with something that uses compression, I'm using Gifcam.Extex wrote:I have a video of the eagle flapping and the gif is too big to upload
Ok I got it!Termos wrote:I'd try importing it into gimp and exporting it back, it should compress the hell out of it. Or record with something that uses compression, I'm using Gifcam.Extex wrote:I have a video of the eagle flapping and the gif is too big to upload
viewtopic.php?p=361045#p361045ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:417: attempt to index field 'sounds' (a nil value)
I've submitted a PR that fixes this https://github.com/TheTermos/mobkit/pull/9Imk wrote:viewtopic.php?p=361045#p361045ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:417: attempt to index field 'sounds' (a nil value)
Thanks, I'm out on the road so I just merged it blind, hope it works.Eran wrote: I've submitted a PR that fixes this https://github.com/TheTermos/mobkit/pull/9
Looks great to me.Extex wrote:
Looks great. Hope it will fly in the near future on my servers.Extex wrote:
Ok I got it!
Code: Select all
2019-11-07 18:01:22: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:119: Invalid float vector dimension range 'y' (expected -2.14748e+06 < y < 2.14748e+06 got nan).
2019-11-07 18:01:22: ERROR[Main]: stack traceback:
2019-11-07 18:01:22: ERROR[Main]: [C]: in function 'set_acceleration'
2019-11-07 18:01:22: ERROR[Main]: /home/imk/minetest/bin/../mods/mobkit/init.lua:119: in function 'set_acceleration'
2019-11-07 18:01:22: ERROR[Main]: /home/imk/minetest/bin/../mods/mobkit/init.lua:821: in function 'physics'
2019-11-07 18:01:22: ERROR[Main]: /home/imk/minetest/bin/../mods/mobkit/init.lua:928: in function 'stepfunc'
2019-11-07 18:01:22: ERROR[Main]: ...inetest/bin/../mods/petz/petz/petz/pigeon_mobkit.lua:82: in function <...inetest/bin/../mods/petz/petz/petz/pigeon_mobkit.lua:81>
Code: Select all
2019-11-10 15:40:49: WARNING[Server]: Assignment to undeclared global "vel" inside a function at /.minetest/mods/mobkit/init.lua:839.
2019-11-10 15:42:57: WARNING[Server]: Assignment to undeclared global "liq" inside a function at /.minetest/mods/mobkit/init.lua:541.
2019-11-10 15:51:53: WARNING[Server]: Assignment to undeclared global "timer" inside a function at /.minetest/mods/mobkit/init.lua:1280.
2019-11-10 15:51:53: WARNING[Server]: Assignment to undeclared global "tgttime" inside a function at /.minetest/mods/mobkit/init.lua:1281.
This is beautiful!Extex wrote:
Zombies can only be killed if hit on the head with a stone tool or better. Tool range is reduced so if you have object selections boxes on it may be misleading.Andrey01 wrote: zombies were not always damaged by a player punching (they could not be always knocked back). And also they sometimes hover instead of attacking.
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