mob code for lua
mob code for lua
Mobs are a somewhat vital part of the minetest game and there are mods that give you some mobs ( simple mods or mobf) problem is, that mobs
are currently slowing the engine, because everything ( movement etc) is made in slow lua abm's My idea would be , that some vital parts of mob handling (movement, damage dealing ) become engine parts.
are currently slowing the engine, because everything ( movement etc) is made in slow lua abm's My idea would be , that some vital parts of mob handling (movement, damage dealing ) become engine parts.
- Enke
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This idea (or various forms of it) has been suggested numerous times.
Lush8
ExtraVars for Red Eclipse
<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
ExtraVars for Red Eclipse
<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
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Mobs do not use ABMs.
They use global steps or ABMs for spawning (sometimes).
They use entity.tick for mobs.
They use global steps or ABMs for spawning (sometimes).
They use entity.tick for mobs.
Last edited by rubenwardy on Thu Feb 06, 2014 18:38, edited 1 time in total.
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When im having more time again i will propably start making it .
I would suppose those fields (in addition to the current Entity code)
(these names are preliminary )
biome ( the biome it is living in) : water air land cave
spawning = dayspawn, nightspawn, startspawn(For mobs that just spawn ones)
notice_distance = The distance to notice a player
movement = (The movement either random or following if in hear distance)
movepoints (classic rougelike-like how long something can move)
I currently only want to suppose one new function :
on_hear()
Whats your idea about it ?
I would suppose those fields (in addition to the current Entity code)
(these names are preliminary )
biome ( the biome it is living in) : water air land cave
spawning = dayspawn, nightspawn, startspawn(For mobs that just spawn ones)
notice_distance = The distance to notice a player
movement = (The movement either random or following if in hear distance)
movepoints (classic rougelike-like how long something can move)
I currently only want to suppose one new function :
on_hear()
Whats your idea about it ?
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Depending on how complex you want it to be, you may either take the existing mobf (already covers most of what you#re suggesting) or simple mobs (everything a bit more simple). Or improve one or both of them.MrElmux wrote: When im having more time again i will propably start making it .
If you intend to get it included in the engine, by all means talk to the devs so that they'll actually at least consider taking your code!
A list of my mods can be found here.
thats what i'm trying by posting it here in the forums
i think feature discussion ( what the users wish ) should really have been made here to reach the more
non-technical players, IRC is better for all the technical engine near development.
and i think we should pack the most of mobf into the API because it would make mob mod making a lot easier fast er and the result would run alot faster
i think feature discussion ( what the users wish ) should really have been made here to reach the more
non-technical players, IRC is better for all the technical engine near development.
and i think we should pack the most of mobf into the API because it would make mob mod making a lot easier fast er and the result would run alot faster
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