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Re: [Mod] Alive AI V4.8 [aliveai]

aliveai.create_bot({ name="name", texture="texture.png", arm=3, (range, that it can reach, default is 5) distance=30 (default is 15) }) the mod has been a bit hidden dephens on its odd name currently adds 35 mobs: 20 npc's, 15 monsters and 1 hybrid (becomes monster after death)
by AiTechEye
Sun Apr 02, 2017 17:35
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]

another contribution: minetest Nightmare Spawns sand and jumping mobs in air., the screen is flashing in randomly colors, the time changes randomly, and remaking blocks textures to animated + sky the world will be griefed, do not use with sensitive worlds https://forum.minetest.net/download/file.php...
by AiTechEye
Sun Apr 02, 2017 17:26
 
Forum: Modding Discussion
Topic: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Replies: 28
Views: 14303

Re: [Mod] Alive AI V4.8 [aliveai]

in 4.8
The tree that will keep staring at you, maybe be angry.
it can be nervous too when you stands too near it.

spawns on trees with some space asound.

Image
by AiTechEye
Sun Apr 02, 2017 11:51
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: How to make a tool unable of digging?

add users to a minetest.register_globalstep function?

will look glitchy, but better then nothing
by AiTechEye
Sat Apr 01, 2017 16:41
 
Forum: Modding Discussion
Topic: How to make a tool unable of digging?
Replies: 6
Views: 3749

Re: How to make a tool unable of digging?

i think the only way is to registry the tool in 2 ways. in survive mod, reg tool_capabilities creative, reg on_use only if minetest.setting_get("creative_mode")=="true" then minetest.register_tools("ctool:tool", { description = "tool", on_use = function(itemst...
by AiTechEye
Sat Apr 01, 2017 13:51
 
Forum: Modding Discussion
Topic: How to make a tool unable of digging?
Replies: 6
Views: 3749

Re: 2d mobs always facing player

the property is visual = "sprite"

or set from on_step / do_custom
self.object:set_properties({visual="sprite"})

its also used in aliveai / aliveai_massdestruction / walking bomb
https://forum.minetest.net/viewtopic.php?f=11&t=16083
by AiTechEye
Sat Apr 01, 2017 13:15
 
Forum: Modding Discussion
Topic: 2d mobs always facing player
Replies: 3
Views: 2743

Re: Who can fix the errors from my mods?

add

paramtype="light",
paramtype2 = "facedir",
by AiTechEye
Tue Mar 28, 2017 15:17
 
Forum: Modding Discussion
Topic: Who can fix the errors from my mods?
Replies: 4
Views: 2864

Re: [Mod] Alive AI V4.6 [aliveai]

fixed in 4.6
by AiTechEye
Thu Mar 23, 2017 16:05
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: Who can fix the errors from my mods?

Thats easy. in the "sweet_machine:sweet_machine" and "drink_machine:drink_machine" remove: selection_box = svm_cbox, collision_box = svm_cbox, add: drawtype="mesh", collision_box = { type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, 1.5, 0.5} }, selection_box = ...
by AiTechEye
Mon Mar 20, 2017 19:56
 
Forum: Modding Discussion
Topic: Who can fix the errors from my mods?
Replies: 4
Views: 2864

Re: The secret realm

looks like the shadow stops after about 150, but i think the water will keep falling. https://forum.minetest.net/download/file.php?mode=view&id=9468&sid=c7fcb2d8f67ff6800e207767495a1cb6 A mountain on another huge island https://forum.minetest.net/download/file.php?mode=view&id=9469&s...
by AiTechEye
Thu Mar 09, 2017 16:55
 
Forum: Minetest General
Topic: The secret realm (floating islands)
Replies: 9
Views: 2401

The secret realm (floating islands)

For you who dont know, there is a secret realm in minetest: floatlands The realm is disable as default, but you can enable it by adding: mgv7_spflags = mountains,ridges,floatlands to minetest.conf, or use the attached mod. This works in mapegen v7 (the pictures are taken in minetest 0.4.15) The isl...
by AiTechEye
Thu Mar 09, 2017 12:53
 
Forum: Minetest General
Topic: The secret realm (floating islands)
Replies: 9
Views: 2401

Re: [Mod] Alive AI V3.941 [aliveai]

it depends where they are, in the mostly cases they just stand and dig, often stone under the dirt, walk, walks to each other, fights, saying randomly things. this is the mostly you will see from them, but does more then that. when you sees someone that placing nodes on the ground, but not builds a ...
by AiTechEye
Thu Mar 09, 2017 10:57
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Alive AI V3.938 [aliveai]

i replaced a lot of math.random, where it could be error, to aliveai.random, that will check for errors
and checked all for loops, if someone could mess up

try if it works better now

https://forum.minetest.net/download/file.php?mode=view&id=9446
by AiTechEye
Wed Mar 08, 2017 13:35
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Alive AI V3.935 [aliveai]

i made it cant be 0 in that function, if it fixes the crashes in this case then i will remake all random and set yaw functions.

https://forum.minetest.net/download/file.php?id=9426
by AiTechEye
Tue Mar 07, 2017 11:15
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Alive AI V3.93 [aliveai]

Now when you told the problem, it was clear what messed up :-)

relist[i]=nil whas meant to remove an old item, then insert a new, but there was a much better way t do this.

the crafting should work better now
by AiTechEye
Mon Mar 06, 2017 20:41
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Alive AI V3.92 [aliveai]

http://lua-users.org/lists/lua-l/2009-05/msg00389.html for the error with items.lua: invalid key to 'next' ... in function '(for generator)' > As stated in the Lua reference manual, this means that during the > iteration you are assigning to a key that didn't exist prior to the > iteration. This wa...
by AiTechEye
Mon Mar 06, 2017 14:04
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Agree rules or kick V3 [agreerules]

yeah:
/grant <name> <priv>

/grant Player0211 interact

remove privs:
/revoke <name> <priv>

http://wiki.minetest.net/Privileges
by AiTechEye
Sat Mar 04, 2017 22:48
 
Forum: Mod Releases
Topic: [Mod] Agree rules or kick V3 [agreerules]
Replies: 27
Views: 6523

Re: [Mod] Alive AI V3.9 [aliveai]

There is another guy that you maybe like in 3.9... its stubborn

unlike the most mobs mods, all the mobs have special properties (except NPC)
(stubborn is a npc and monster)

the mod should be complete and bug free now
by AiTechEye
Sat Mar 04, 2017 22:14
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Alive AI V3.7 [aliveai]

i used it and saved / converted all the files with it. the newest mod version should be better and more stable than the others. fixed spawner use 50 insteand of 100 in check for "come" (i think this made the game lag a lot before) better aim for bots that is using tools better aim for natu...
by AiTechEye
Fri Mar 03, 2017 20:58
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Agree rules or kick V3 [agreerules]

remove the "interact", like

default_privs is the privs that will be automatically granted to new players,and to make the mod work, you need to make the new players don't automatically get interact,

so use default_privs = shout, home
by AiTechEye
Fri Mar 03, 2017 20:41
 
Forum: Mod Releases
Topic: [Mod] Agree rules or kick V3 [agreerules]
Replies: 27
Views: 6523

Re: [Mod] Agree rules or kick V3 [agreerules]

The mod checks, if players that joins have interact.
so if a player not have interact, will the form show up.

change players starting privs in minetest.conf, with the line default_privs = interact, shout, home ...
by AiTechEye
Thu Mar 02, 2017 21:24
 
Forum: Mod Releases
Topic: [Mod] Agree rules or kick V3 [agreerules]
Replies: 27
Views: 6523

Re: [Mod] Alive AI V3.35 [aliveai]

microsoft notepad (windows stadard texteditor)

+ electric terminator (just run away from it!)
by AiTechEye
Thu Mar 02, 2017 16:43
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Resource help

There are situations when we really need sounds, pictures, models, scripts... to make it meaningful to continue on a project, but can be difficult to make or get. So if you have resources, and do not mind that someone else is using it, or if you need or wish you had please post it here! Only post r...
by AiTechEye
Thu Mar 02, 2017 12:04
 
Forum: Modding Discussion
Topic: Resource help
Replies: 2
Views: 2529

Re: [Mod] Alive AI V3.3 [aliveai]

its lordfingle that adding it to github
by AiTechEye
Tue Feb 28, 2017 19:08
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Alive AI V3.29 [aliveai]

Mind controller, let you remote control aliveai bots + mobs_redo mobs Controls: (or see in liveai_minecontroller/readme for controlls) sneak = exit w/up = walk s/down = run s/down + JUMP = JUMPx2 jump = jump hold use/leftclick = use bot tool (if it have one) hold use/leftclick with controller on blo...
by AiTechEye
Tue Feb 28, 2017 12:36
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Alive AI V3.13 [aliveai]

all .lua and readme files are now saved in UTF-8, (ANSI is the standard in msnote + had no idea of the difference) depends.txt are still using ANSI becaouse it wont work with UTF-8 by some reason. i suspect the special characters "í" came from my webbrowser (weird that it worked at all) ho...
by AiTechEye
Sun Feb 26, 2017 18:45
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Alive AI V3.12 [aliveai]

Im using sfan5's builds (windows 64 bit) https://forum.minetest.net/viewforum.php?f=42 i was by confused by the diference between pairs and ipairs, and got this answere: pairs is "array-like" and ipairs "map-like" and when i tested: pairs can handle: "a","b",&...
by AiTechEye
Thu Feb 23, 2017 16:41
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Alive AI V3.1 [aliveai]

this kind of weird errors are hard for solve, because there is nothing to find :-)

self.fínvist will only be true or nil, to check if the variable exist

but try to set enable_build=false in init.lua, it will disable build and crafting for all bots
by AiTechEye
Wed Feb 22, 2017 17:52
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Alive AI V3.1 [aliveai]

try v3.1 if there is any difference

https://forum.minetest.net/download/file.php?id=9159
by AiTechEye
Wed Feb 22, 2017 17:27
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429

Re: [Mod] Alive AI V3 [aliveai]

which download are you using? github or the forum?
by AiTechEye
Wed Feb 22, 2017 16:55
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66429
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