herobrine mod
- xXfrancoXx
- Member
- Posts: 34
- Joined: Tue Apr 09, 2013 15:46
- Location: argentina
herobrine mod
Description:
NPC is a peaceful, but if you hit and if you put many persige persigiran you all
actions:
-walks safflower
-jumps
He is watching you
download:
http://www.mediafire.com/?kkj0v1mbvu94dq2
NPC is a peaceful, but if you hit and if you put many persige persigiran you all
actions:
-walks safflower
-jumps
He is watching you
download:
http://www.mediafire.com/?kkj0v1mbvu94dq2
Last edited by xXfrancoXx on Sun Apr 14, 2013 23:55, edited 1 time in total.
-
- Member
- Posts: 57
- Joined: Sun Sep 30, 2012 03:18
- Location: Philippines
- xXfrancoXx
- Member
- Posts: 34
- Joined: Tue Apr 09, 2013 15:46
- Location: argentina
- xXfrancoXx
- Member
- Posts: 34
- Joined: Tue Apr 09, 2013 15:46
- Location: argentina
-
- Member
- Posts: 218
- Joined: Tue Jan 22, 2013 01:39
- Location: mars
Cool but I won't download unless screen shots come out!
My Awesome Map please try:
http://forum.minetest.net/viewtopic.php?id=5028
I've played minetest since 0.3.1 came out!
Mostly when on forums I'm using a uniden tablet!
http://forum.minetest.net/viewtopic.php?id=5028
I've played minetest since 0.3.1 came out!
Mostly when on forums I'm using a uniden tablet!
- xXfrancoXx
- Member
- Posts: 34
- Joined: Tue Apr 09, 2013 15:46
- Location: argentina
- xXfrancoXx
- Member
- Posts: 34
- Joined: Tue Apr 09, 2013 15:46
- Location: argentina
- cornellius
- Member
- Posts: 82
- Joined: Sat Dec 01, 2012 05:08
- Location: South East Asian
- xXfrancoXx
- Member
- Posts: 34
- Joined: Tue Apr 09, 2013 15:46
- Location: argentina
oO Coming soon OoxXfrancoXx wrote:okey, pass me the map when I test hacilonely wrote:I will use this for a horror map in minetest.
Aperture science:[url]http:forum.minetest.net/viewtopic.php?id=5917[/url]
I v'e got MineCraft now, so goodbye. You can look for me at the minecraft forum. my name there
is Portalfreaky.
I v'e got MineCraft now, so goodbye. You can look for me at the minecraft forum. my name there
is Portalfreaky.
- xXfrancoXx
- Member
- Posts: 34
- Joined: Tue Apr 09, 2013 15:46
- Location: argentina
- xXfrancoXx
- Member
- Posts: 34
- Joined: Tue Apr 09, 2013 15:46
- Location: argentina
- hoodedice
- Member
- Posts: 1374
- Joined: Sat Jul 06, 2013 06:33
- GitHub: hoodedice
- IRC: hoodedice
- In-game: hoodedice
- Location: world
- Contact:
Whose textures are you talking about?1704626 wrote:why are there no textures
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
- linushsao
- Member
- Posts: 418
- Joined: Mon Jan 27, 2014 12:56
- IRC: linushsao
- In-game: linus
- Location: Taipei,Taiwan(R.O.C)
- Contact:
screenshot seems interesting,but..
16:53:26: ERROR[main]: ========== ERROR FROM LUA ===========
16:53:26: ERROR[main]: Failed to load and run script from
16:53:26: ERROR[main]: /home/linus/.minetest/mods/herobrine/init.lua:
16:53:26: ERROR[main]: /usr/share/minetest/builtin/builtin.lua:16: Name npc:npc does not follow naming conventions: "modname:" or ":" prefix required
16:53:26: ERROR[main]: stack traceback:
16:53:26: ERROR[main]: [C]: in function 'errorfct'
16:53:26: ERROR[main]: /usr/share/minetest/builtin/builtin.lua:16: in function 'error'
16:53:26: ERROR[main]: /usr/share/minetest/builtin/misc_register.lua:60: in function 'check_modname_prefix'
16:53:26: ERROR[main]: /usr/share/minetest/builtin/misc_register.lua:82: in function 'register_entity'
16:53:26: ERROR[main]: /home/linus/.minetest/mods/herobrine/init.lua:407: in main chunk
16:53:26: ERROR[main]: ======= END OF ERROR FROM LUA ========
16:53:26: ERROR[main]: Server: Failed to load and run /home/linus/.minetest/mods/herobrine/init.lua
16:53:26: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /home/linus/.minetest/mods/herobrine/init.lua
16:53:26: ERROR[main]: ========== ERROR FROM LUA ===========
16:53:26: ERROR[main]: Failed to load and run script from
16:53:26: ERROR[main]: /home/linus/.minetest/mods/herobrine/init.lua:
16:53:26: ERROR[main]: /usr/share/minetest/builtin/builtin.lua:16: Name npc:npc does not follow naming conventions: "modname:" or ":" prefix required
16:53:26: ERROR[main]: stack traceback:
16:53:26: ERROR[main]: [C]: in function 'errorfct'
16:53:26: ERROR[main]: /usr/share/minetest/builtin/builtin.lua:16: in function 'error'
16:53:26: ERROR[main]: /usr/share/minetest/builtin/misc_register.lua:60: in function 'check_modname_prefix'
16:53:26: ERROR[main]: /usr/share/minetest/builtin/misc_register.lua:82: in function 'register_entity'
16:53:26: ERROR[main]: /home/linus/.minetest/mods/herobrine/init.lua:407: in main chunk
16:53:26: ERROR[main]: ======= END OF ERROR FROM LUA ========
16:53:26: ERROR[main]: Server: Failed to load and run /home/linus/.minetest/mods/herobrine/init.lua
16:53:26: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /home/linus/.minetest/mods/herobrine/init.lua
Last edited by linushsao on Mon Mar 24, 2014 08:55, edited 1 time in total.
1)Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
- linushsao
- Member
- Posts: 418
- Joined: Mon Jan 27, 2014 12:56
- IRC: linushsao
- In-game: linus
- Location: Taipei,Taiwan(R.O.C)
- Contact:
solved ...just rename the folder to "npc",as the error message. ...linushsao wrote:screenshot seems interesting,but..
16:53:26: ERROR[main]: ========== ERROR FROM LUA ===========
16:53:26: ERROR[main]: Failed to load and run script from
16:53:26: ERROR[main]: /home/linus/.minetest/mods/herobrine/init.lua:
16:53:26: ERROR[main]: /usr/share/minetest/builtin/builtin.lua:16: Name npc:npc does not follow naming conventions: "modname:" or ":" prefix required
....
/home/linus/.minetest/mods/herobrine/init.lua
Last edited by linushsao on Mon Mar 24, 2014 14:30, edited 1 time in total.
1)Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
- linushsao
- Member
- Posts: 418
- Joined: Mon Jan 27, 2014 12:56
- IRC: linushsao
- In-game: linus
- Location: Taipei,Taiwan(R.O.C)
- Contact:
just finish testing this mod,small error about texture. just add folder "textures" in this mod's directory as regular mod's rule, than put all image files into "textures" folder just added.
it will work fine, i try to hit npc,make sure that npc is very angry...XD
it will work fine, i try to hit npc,make sure that npc is very angry...XD
Last edited by linushsao on Mon Mar 24, 2014 13:44, edited 1 time in total.
1)Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
- ParaklataChotou
- Member
- Posts: 209
- Joined: Sat Jun 18, 2016 17:09
- GitHub: paraklatachotou
- IRC: CareBearWhoCares
- In-game: AutistCortana
Re: herobrine mod
YOU NEED TO GO TO INT.LUA, AND CHANGE THIS NAME in all the lines.
characther.x
for
character.b3d
Here's the debuged code - just copy paste over int.lua:
characther.x
for
character.b3d
Here's the debuged code - just copy paste over int.lua:
Code: Select all
-- NPC max walk speed
walk_limit = 2
-- Player animation speed
animation_speed = 30
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
animation_blend = 0
-- Default player appearance
default_model = "character.b3d"
available_npc_textures = {
texture_1 = {"jordan4ibanez.png", },
texture_2 = {"zombie.png", },
texture_3 = {"celeron55.png", },
texture_4 = {"steve.png", }
}
-- Frame ranges for each player model
function player_get_animations(model)
if model == "character.b3d" then
return {
stand_START = 0,
stand_END = 79,
sit_START = 81,
sit_END = 160,
lay_START = 162,
lay_END = 166,
walk_START = 168,
walk_END = 187,
mine_START = 189,
mine_END = 198,
walk_mine_START = 200,
walk_mine_END = 219
}
end
end
local player_model = {}
local player_anim = {}
local player_sneak = {}
local ANIM_STAND = 1
local ANIM_SIT = 2
local ANIM_LAY = 3
local ANIM_WALK = 4
local ANIM_WALK_MINE = 5
local ANIM_MINE = 6
function player_update_visuals(self)
--local name = get_player_name()
visual = default_model
player_anim = 0 -- Animation will be set further below immediately
--player_sneak[name] = false
prop = {
mesh = default_model,
textures = default_textures,
textures = available_npc_textures["texture_"..math.random(1,4)],
visual_size = {x=1, y=1},
}
self.object:set_properties(prop)
end
NPC_ENTITY = {
physical = true,
collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
visual = "mesh",
mesh = "character.b3d",
textures = {"character.png"},
player_anim = 0,
timer = 0,
turn_timer = 0,
vec = 0,
yaw = 0,
yawwer = 0,
state = 1,
jump_timer = 0,
door_timer = 0,
attacker = "",
attacking_timer = 0,
}
NPC_ENTITY.on_activate = function(self)
player_update_visuals(self)
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_STAND
self.object:setacceleration({x=0,y=-10,z=0})
self.state = 1
end
NPC_ENTITY.on_punch = function(self, puncher)
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do
if not object:is_player() then
if object:get_luaentity().name == "npc:npc" then
object:get_luaentity().state = 3
object:get_luaentity().attacker = puncher:get_player_name()
end
end
end
if self.state ~= 3 then
self.state = 3
self.attacker = puncher:get_player_name()
end
end
NPC_ENTITY.on_step = function(self, dtime)
self.timer = self.timer + 0.01
self.turn_timer = self.turn_timer + 0.01
self.jump_timer = self.jump_timer + 0.01
self.door_timer = self.door_timer + 0.01
self.attacking_timer = self.attacking_timer + 0.01
--collision detection prealpha
--[[
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
if object:is_player() then
compare1 = object:getpos()
compare2 = self.object:getpos()
newx = compare2.x - compare1.x
newz = compare2.z - compare1.z
print(newx)
print(newz)
self.object:setacceleration({x=newx,y=self.object:getacceleration().y,z=newz})
elseif not object:is_player() then
if object:get_luaentity().name == "npc:npc" then
print("moo")
end
end
end
]]--
--set npc to hostile in night, and revert npc back to peaceful in daylight
if minetest.env:get_timeofday() >= 0 and minetest.env:get_timeofday() < 0.25 and self.state ~= 4 then
self.state = 4
elseif minetest.env:get_timeofday() > 0.25 and self.state == 4 then
self.state = 1
end
--if mob is not in attack or hostile mode, set mob to walking or standing
if self.state < 3 then
if self.timer > math.random(1,20) then
self.state = math.random(1,2)
self.timer = 0
end
end
--STANDING
if self.state == 1 then
self.yawwer = true
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 3)) do
if object:is_player() then
self.yawwer = false
NPC = self.object:getpos()
PLAYER = object:getpos()
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if PLAYER.x > NPC.x then
self.yaw = self.yaw + math.pi
end
self.yaw = self.yaw - 2
self.object:setyaw(self.yaw)
end
end
if self.turn_timer > math.random(1,4) and yawwer == true then
self.yaw = 360 * math.random()
self.object:setyaw(self.yaw)
self.turn_timer = 0
end
self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
if self.player_anim ~= ANIM_STAND then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_STAND
end
end
--WALKING
if self.state == 2 then
if self.direction ~= nil then
self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
end
if self.turn_timer > math.random(1,4) then
self.yaw = 360 * math.random()
self.object:setyaw(self.yaw)
self.turn_timer = 0
self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
--self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z})
--self.object:setacceleration(self.direction)
end
if self.player_anim ~= ANIM_WALK then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_WALK
end
--open a door [alpha]
if self.direction ~= nil then
if self.door_timer > 2 then
local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
if is_a_door == "doors:door_wood_t_1" then
minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
self.door_timer = 0
end
local is_in_door = minetest.env:get_node(self.object:getpos()).name
if is_in_door == "doors:door_wood_t_1" then
minetest.env:punch_node(self.object:getpos())
end
end
end
--jump
if self.direction ~= nil then
if self.jump_timer > 0.3 then
if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
self.jump_timer = 0
end
end
end
end
--ATTACKING
if self.state == 3 then
if self.attacking_timer > 0.25 then
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
if object:is_player() then
if object:get_player_name() == self.attacker then
if object:get_hp() > 0 then
object:punch(object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[1]=1, [2]=1, [3]=1}},
snappy={times={[1]=1, [2]=1, [3]=1}},
}
}, nil)
self.attacking_timer = 0
elseif object:get_hp() <= 0 then
self.state = 1
self.attacker = ""
end
end
end
end
end
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 10)) do
if object:is_player() then
if object:get_player_name() == self.attacker then
if self.player_anim ~= ANIM_WALK then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_WALK
end
NPC = self.object:getpos()
PLAYER = object:getpos()
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if PLAYER.x > NPC.x then
self.yaw = self.yaw + math.pi
end
self.yaw = self.yaw - 2
self.object:setyaw(self.yaw)
self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
if self.direction ~= nil then
self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5})
end
--jump over obstacles
if self.jump_timer > 0.3 then
if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
self.jump_timer = 0
end
end
if self.direction ~= nil then
if self.door_timer > 2 then
local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
if is_a_door == "doors:door_wood_t_1" then
minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
self.door_timer = 0
end
local is_in_door = minetest.env:get_node(self.object:getpos()).name
if is_in_door == "doors:door_wood_t_1" then
minetest.env:punch_node(self.object:getpos())
end
end
end
return
elseif object:get_player_name() ~= self.attacker then
self.state = 1
self.attacker = ""
return
end
elseif not object:is_player() then
self.state = 1
self.attacker = ""
end
end
end
--WANDERING CONSTANTLY AT NIGHT
if self.state == 4 then
if self.player_anim ~= ANIM_WALK then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_WALK
end
if self.attacking_timer > 0.25 then
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
if object:is_player() then
if object:get_hp() > 0 then
object:punch(object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[1]=1, [2]=1, [3]=1}},
snappy={times={[1]=1, [2]=1, [3]=1}},
}
}, nil)
self.attacking_timer = 0
elseif object:get_hp() <= 0 then
self.state = 1
self.attacker = ""
end
end
end
end
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 12)) do
if object:is_player() then
if object:get_hp() > 0 then
NPC = self.object:getpos()
PLAYER = object:getpos()
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if PLAYER.x > NPC.x then
self.yaw = self.yaw + math.pi
end
self.yaw = self.yaw - 2
self.object:setyaw(self.yaw)
self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
if self.direction ~= nil then
self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5})
end
--jump over obstacles
if self.jump_timer > 0.3 then
if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
self.jump_timer = 0
end
end
if self.direction ~= nil then
if self.door_timer > 2 then
local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
if is_a_door == "doors:door_wood_t_1" then
minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
self.door_timer = 0
end
local is_in_door = minetest.env:get_node(self.object:getpos()).name
if is_in_door == "doors:door_wood_t_1" then
minetest.env:punch_node(self.object:getpos())
end
end
end
--return
end
elseif not object:is_player() then
self.state = 1
self.attacker = ""
end
end
if self.direction ~= nil then
self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
end
if self.turn_timer > math.random(1,4) then
self.yaw = 360 * math.random()
self.object:setyaw(self.yaw)
self.turn_timer = 0
self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
end
if self.player_anim ~= ANIM_WALK then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_WALK
end
--open a door [alpha]
if self.direction ~= nil then
if self.door_timer > 2 then
local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
if is_a_door == "doors:door_wood_t_1" then
--print("door")
minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
self.door_timer = 0
end
local is_in_door = minetest.env:get_node(self.object:getpos()).name
--print(dump(is_in_door))
if is_in_door == "doors:door_wood_t_1" then
minetest.env:punch_node(self.object:getpos())
end
end
end
--jump
if self.direction ~= nil then
if self.jump_timer > 0.3 then
--print(dump(minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})))
if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
self.jump_timer = 0
end
end
end
end
end
minetest.register_entity("npc:npc", NPC_ENTITY)
minetest.register_node("npc:spawnegg", {
description = "spawnegg",
image = "mobspawnegg.png",
inventory_image = "mobspawnegg.png",
wield_image = "mobspawnegg.png",
paramtype = "light",
tiles = {"spawnegg.png"},
is_ground_content = true,
drawtype = "glasslike",
groups = {crumbly=3},
selection_box = {
type = "fixed",
fixed = {0,0,0,0,0,0}
},
sounds = default.node_sound_dirt_defaults(),
on_place = function(itemstack, placer, pointed)
pos = pointed.above
pos.y = pos.y + 1
minetest.env:add_entity(pointed.above,"npc:npc")
end
})
--[[
This causes mobs to cluster together DONTA JLAFGJKAS USE IRT
--use pilzadam's spawning algo
npcs = {}
npcs.spawning_mobs = {}
function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height)
npcs.spawning_mobs[name] = true
minetest.register_abm({
nodenames = nodes,
neighbors = nodes,
interval = 30,
chance = chance,
action = function(pos, node)
if not npcs.spawning_mobs[name] then
return
end
pos.y = pos.y+1
if not minetest.env:get_node_light(pos) then
return
end
if minetest.env:get_node_light(pos) > max_light then
return
end
if minetest.env:get_node_light(pos) < min_light then
return
end
if pos.y > max_height then
return
end
if minetest.env:get_node(pos).name ~= "air" then
return
end
pos.y = pos.y+1
if minetest.env:get_node(pos).name ~= "air" then
return
end
local count = 0
for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do
if obj:is_player() then
return
elseif obj:get_luaentity() and obj:get_luaentity().name == name then
count = count+1
end
end
if count > mobs_per_30_block_radius then
return
end
if minetest.setting_getbool("display_mob_spawn") then
minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos))
end
minetest.env:add_entity(pos, name)
end
})
end
npcs:register_spawn("npc:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000)
]]--
Visit my server: freextress.ddnsking.com 30002 . mobs, npcs, interesting places, pvp.
Re: herobrine mod
Maybe somebody can add npc teleporting to player which was deal damage to npc and trying to run away?
- AntumDeluge
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