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

PostPosted: Fri Mar 31, 2017 16:55
by burli
Mobs jump when attacking, even if jump = false

I think that's a bug

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

PostPosted: Sat Apr 01, 2017 09:25
by azekill_DIABLO
i also seen this.

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

PostPosted: Sat Apr 01, 2017 10:44
by burli
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

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

PostPosted: Sat Apr 01, 2017 13:56
by azekill_DIABLO
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.

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

PostPosted: Sat Apr 01, 2017 15:41
by zorman2000
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...

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

PostPosted: Sat Apr 01, 2017 16:50
by TenPlus1
zorman: the snippet of code I posted only handles a path length of 16 nodes, try increasing it to 50.

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

PostPosted: Sat Apr 01, 2017 20:48
by D00Med
@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")"