this mod is the stone base for any mob creators out there, i love how it comes with its own guide, in the form of api.txt, which was infinetly helpful in understanding a mod as complex as this. it has a lot of "dynamicity"..... it is a very dynamic mod, without being super complex and hard to understand. it comes with pretty much everything you could possibly need to create the mob of your dreams.
ps. i was creating a mob, and i could not find a way to make my mob see an enemy through walls. is that included, if so i missed it. if not that is the only relevent thing i could find that is not included in this mod. "the ideal mobbing base" --soundwavez 2024
The Mobs API has line of sight that tends to stop when hitting solid walls, but you can always tinker with the do_custom and custom_attack special functions in the mob definition to override that.
i am making a fnaf game, using your mod. i would like the characters to see the player the moment the player spawns, even if the player is in the office, instead of them wandering infinetly unless they see the player. how would i do that? if i could it would be ideal.
If the player is close enough that all chunks are loaded and fnaf monster can be placed via spawner, you can use the mob pathfinding to locate the player and plot a course, using on_spawn special function for the mob it can automatically locate the nearest player and use mob_entity:do_attack(player) to make it hunt and attack them.
Here's some info that may help, use the dirt_monster.lua mob registration as a base for your own mob and increase view_range to 28, add attack_patience = 200, then add a custom on_spawn(pos) function to the mob definition that does the following:
Gets all objects within a 28 block radius.
Loops through those objects to check if any obj:is_player()
Uses mob_entity:do_attack(player) to hunt down that player.
Place a mob:spawner within a simple maze to see if it all works :)
You could also run a timer inside a do_custom function that checks every 30 seconds incase it didn't find a player the first time. Good Luck!
can you tell me how to export a .b3d animation in blender? cause i have seen videos in the past, and none have helped me, i have been looking for a way to acomplish this since i learned of contentdb, i have asked several people, but no matter how well they explained it, i am still a visual learner, and nothing makes sense unless i see it or, it is explained step by step. so i ask you the creator of mobs_redo. please help. please
would you be able to export a .gtlf model for me if i gave one to you? also totally unrelated, great job on that turtle mod you made, adorable turtles by the way. :)
if you were to export a .gtlf model to .b3d with animations, you would be properly credited when i publish my game, you would be agnoliged as the person who made my dream come true when i publish the game, i would also be eturnally greatful, an in your "dept" (i think that is how you spell dept). thanks for your time
this mod is the stone base for any mob creators out there, i love how it comes with its own guide, in the form of api.txt, which was infinetly helpful in understanding a mod as complex as this. it has a lot of "dynamicity"..... it is a very dynamic mod, without being super complex and hard to understand. it comes with pretty much everything you could possibly need to create the mob of your dreams.
ps. i was creating a mob, and i could not find a way to make my mob see an enemy through walls. is that included, if so i missed it. if not that is the only relevent thing i could find that is not included in this mod. "the ideal mobbing base" --soundwavez 2024
The Mobs API has line of sight that tends to stop when hitting solid walls, but you can always tinker with the do_custom and custom_attack special functions in the mob definition to override that.
how would i do something like that with the code? i have never done a do_custom? i would love to learn
i am making a fnaf game, using your mod. i would like the characters to see the player the moment the player spawns, even if the player is in the office, instead of them wandering infinetly unless they see the player. how would i do that? if i could it would be ideal.
If the player is close enough that all chunks are loaded and fnaf monster can be placed via spawner, you can use the mob pathfinding to locate the player and plot a course, using on_spawn special function for the mob it can automatically locate the nearest player and use mob_entity:do_attack(player) to make it hunt and attack them.
how do i lay out the functions in the code? could you show me? i am a visual learner, please
Here's some info that may help, use the dirt_monster.lua mob registration as a base for your own mob and increase view_range to 28, add attack_patience = 200, then add a custom on_spawn(pos) function to the mob definition that does the following:
You could also run a timer inside a do_custom function that checks every 30 seconds incase it didn't find a player the first time. Good Luck!
thank you i will do my best :)
can you tell me how to export a .b3d animation in blender? cause i have seen videos in the past, and none have helped me, i have been looking for a way to acomplish this since i learned of contentdb, i have asked several people, but no matter how well they explained it, i am still a visual learner, and nothing makes sense unless i see it or, it is explained step by step. so i ask you the creator of mobs_redo. please help. please
I dont use blender myself, it may be worth finding someone more knowledgable in the minetest forums at https://forum.minetest.net/index.php
would you be able to export a .gtlf model for me if i gave one to you? also totally unrelated, great job on that turtle mod you made, adorable turtles by the way. :)
if you were to export a .gtlf model to .b3d with animations, you would be properly credited when i publish my game, you would be agnoliged as the person who made my dream come true when i publish the game, i would also be eturnally greatful, an in your "dept" (i think that is how you spell dept). thanks for your time