[API]Open AI [open_ai]

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jordan4ibanez
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Re: [API]Open AI [open_ai]

by jordan4ibanez » Mon Jan 02, 2017 21:34

mahmutelmas06 wrote:Maybe you could combine the tool into one. Left click growth, right click shrink :)

If you make core featurates first such as Drop items, attacking or avoiding, flying i can convert some mobs to this api to help you.


Dropping items is in there, I'll have to start coding the attack function tomorrow.

Here is the new wiki for the api.
https://github.com/jordan4ibanez/open_ai/wiki
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Re: [API]Open AI [open_ai]

by octacian » Thu Jan 05, 2017 04:43

Question.

Could Open AI be used for NPCs too? Or is it more suited to animals? To be specific, is this suited to use a library for an NPC mod, or would it need to be modified first? ..or, would I be better off to start from scratch?

lol, that was a lot of question marks in a single post.
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Re: [API]Open AI [open_ai]

by mahmutelmas06 » Fri Jan 06, 2017 19:19

https://github.com/jordan4ibanez/open_a ... _ideas.txt

seems this will be suitable for mobs too. Try to improve together by pr instead starting from zero.
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Re: [API]Open AI [open_ai]

by jordan4ibanez » Sat Jan 07, 2017 05:44

Could Open AI be used for NPCs too?

Yes
Or is it more suited to animals?

Whatever you want, you have access to on rightclick and punching
To be specific, is this suited to use a library for an NPC mod, or would it need to be modified first?

You could probably inject one through the api.
..or, would I be better off to start from scratch?

I wish you luck luck!
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Re: [API]Open AI [open_ai]

by jordan4ibanez » Sat Jan 07, 2017 05:46

I turned the functions in the lua entity registration into a usable library for other mods to utilize. Not much to utilize for possible, but it's there. The library is also injected into the lua entities of the mobs when registered as well for performance.
https://github.com/jordan4ibanez/open_a ... r/init.lua
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Re: [API]Open AI [open_ai]

by jordan4ibanez » Tue Jan 10, 2017 18:01

The Library is now stored in it's own folder. Everything is called locally inside of the mob and can be accessed by other mods.
https://github.com/jordan4ibanez/open_ai/tree/master/ai
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Re: [API]Open AI [open_ai]

by jordan4ibanez » Mon Jan 16, 2017 00:10

New blood and drops. Blood customizable thanks to t0ny2.
Image
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Re: [API]Open AI [open_ai]

by texmex » Mon Jan 16, 2017 09:10

Excellent work! Can it be used in survival games yet or do you recommend against it?
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Re: [API]Open AI [open_ai]

by TumeniNodes » Tue Jan 17, 2017 13:54

Which fish mod is the little ones? All I seem to get are the big, square fishtest ones?

This is awesome btw! except Santa... the ho ho ho is wicked annoying to me :P
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Re: [API]Open AI [open_ai]

by Linuxdirk » Wed Jan 18, 2017 03:33

jordan4ibanez wrote:New blood and drops.

Tarantino would be proud of that blood fountain :)
 

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Re: [API]Open AI [open_ai]

by TumeniNodes » Wed Jan 18, 2017 05:00

Linuxdirk wrote:
jordan4ibanez wrote:New blood and drops.

Tarantino would be proud of that blood fountain :)

+1
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Re: [API]Open AI [open_ai]

by TheReaperKing » Wed Jan 18, 2017 19:17

Thanks so much for all of your hard work on this, my students and I are loving it.

Is there a way to ride other creatures like the giant, sheep, and the slimes, etc. Also my student suggested possibly sitting on other people. Also she was wondering if there might be cows that could be ridden.

Regarding the horses, I love how they don't seem to listen to you 100%, but sometimes they get a bit too out of control. Is there a way to control them better? Also I was thinking that perhaps they could just walk up block heights of one or auto jump.

Also is there a setting to turn the blood off? I can of course edit it out of the code but I was just wondering if there was an intended way.

Thank you! :)
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Re: [API]Open AI [open_ai]

by issa » Sun Feb 12, 2017 16:26

coool i want to follow that !
 

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Re: [API]Open AI [open_ai]

by issa » Sun Feb 26, 2017 12:11

Hello can u image we can import the mod Jurasic Craft on minetest ?

http://jurassicraftmod.wikia.com/wiki/Home
 

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