Ikishida wrote:Hey man,can I Please use this for my Sword Art Online/Gun Gale Online Mod I wanna make a comeback mod
Since it's licensed as LGPL, there's no reason you can't. :)
SAO/GGO mod, eh? Seems like it could be cool.
Ikishida wrote:Hey man,can I Please use this for my Sword Art Online/Gun Gale Online Mod I wanna make a comeback mod
HeroOfTheWinds wrote:Ikishida wrote:Hey man,can I Please use this for my Sword Art Online/Gun Gale Online Mod I wanna make a comeback mod
Since it's licensed as LGPL, there's no reason you can't. :)
SAO/GGO mod, eh? Seems like it could be cool.
balthazariv wrote:Esteban wrote:/npc remove npcsname
Okay, but if you had an option "destruct" in menu of each character, it would be easier for players who don't like command lines (like me ;-) )
GFX_Garage wrote:Ok, for some reason it's working today. I guess it was just me or something. All of the information NPCs have unique messages now. I don't know what happened. Maybe I did something that bugged it out. Anyway; I really like this mod.
Some of the NPCs did change their vertical position by one half snap. Three of them are now one half below where I placed them and one is one half above. I'll try using the setpos command to fix it.
Sorry for the confusion.
SAMIAMNOT wrote:I dont know why but I cant blacklist nodes anymore.
EDIT: To expound, I cannot alter the blacklist text entry; that is, if I change it and hit enter or hit OK the changes are not saved when I right-click the NPC, IF I have already changed one entry. So, for instance, after blacklisting animals_modpack:wolf I could not come back and blacklist animals_modpack:bear, nor blacklist it in a new guard. Please help, this has led me to stop using your guards unless I want to attack players.
SAMIAMNOT wrote:Thanks for updating the mod, stu. I really enjoy your mod.
Could you please make a toggle option for whether or not an NPC will be iinvincible r not?
armor_groups = {fleshy=100},
on_destruct = function(self, hitter)
if self.npc_id then
npcf:unload(self.npc_id)
end
end,
Sokomine wrote:Thanks for continuing to work on this mod. It's a very fine one!
SAMIAMNOT wrote:Great!
Also, I'm building a sort of gladiator stadium and usuing your deco NPCs as spectators, and noticed that Deco NPC settings are universal for all NPC. I don't mind at all; it make things easier for me, but it's still a glitch.
stu wrote:There are some really nasty bugs and inefficiencies in the current version of this modpack.
I have, however, noticed that it is actually being used by a few people and so decided it deserved little love :3
Although not quite ready for public consumption yet, I have just pushed my 'next generation' branch upstream for testing purposes. This is pretty much a ground-up rewrite of the core so I'd be interested to read the findings of those who do.
https://github.com/stujones11/minetest-npcf/tree/npcf_ng (requires a recent dev build of minetest)
Note that there is now a new example mob npc, you probably wanna disable that one for now as it is hightly destructive! (you have been warned)
SAMIAMNOT wrote:Will the NG branch alter my existing NPCs, or, more importantly, their options (sit, stand, blacklist options, etc.)?
tinkerlevu wrote:hey stu... you haven't linked in any 3d meshes for the builder or the info npc. I managed to change the lua files to use the decor npc mesh and it works fine but you might want to look into that. also the trading with the trader npc is broken
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