[Mod] Mobs Redo [1.34] [mobs]

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burli
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Re: [Mod] Mobs Redo [1.34] [mobs]

by burli » Fri Mar 31, 2017 16:55

Mobs jump when attacking, even if jump = false

I think that's a bug
 

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Re: [Mod] Mobs Redo [1.34] [mobs]

by azekill_DIABLO » Sat Apr 01, 2017 09:25

i also seen this.
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azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Mobs Redo [1.34] [mobs]

by burli » Sat Apr 01, 2017 10:44

Just to clarify: I don't mean these hops at the beginning​ of the pathfinder, I mean jumping. One mob jumps on a 3 node high wall
 

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Re: [Mod] Mobs Redo [1.34] [mobs]

by azekill_DIABLO » Sat Apr 01, 2017 13:56

oh. I just seen a mod jumping for no reason while tracking and attacking me. that all. And mobs swims weirdly too. they hop,like burli described it, but in water.
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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Re: [Mod] Mobs Redo [1.34] [mobs]

by zorman2000 » Sat Apr 01, 2017 15:41

TenPlus1 wrote:D00Med, maybe this will help, it's a small routine that sends the mob to a specific position at night time:


minetest.find_path() seems to always returns nil...
 

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Re: [Mod] Mobs Redo [1.34] [mobs]

by TenPlus1 » Sat Apr 01, 2017 16:50

zorman: the snippet of code I posted only handles a path length of 16 nodes, try increasing it to 50.
 

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Re: [Mod] Mobs Redo [1.34] [mobs]

by D00Med » Sat Apr 01, 2017 20:48

@TenPlus1 I can't seem to get it to work, should "minetest.find_path(h, h, 50, 3, 6, "Dijkstra")" be changed to "minetest.find_path(p, h, 50, 3, 6, "Dijkstra")"
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