socramazibi wrote:Hello, I have searched other sound of the sheep, I think this sounds better. In case anyone is interested.
greetings
Download
What license?
socramazibi wrote:Hello, I have searched other sound of the sheep, I think this sounds better. In case anyone is interested.
greetings
Download
PilzAdam wrote:socramazibi wrote:Hello, I have searched other sound of the sheep, I think this sounds better. In case anyone is interested.
greetings
Download
What license?
jojoa1997 wrote:could you make an option to have 3d mods?
---3d Monsters
function mobs:register_mob_3d(name, def)
minetest.register_entity(name, {
hp_max = def.hp_max,
physical = true,
collisionbox = def.collisionbox,
visual = def.visual,
visual_size = def.visual_size,
mesh=def.mesh,
textures = def.textures,
makes_footstep_sound = def.makes_footstep_sound,
view_range = def.view_range,
walk_velocity = def.walk_velocity,
run_velocity = def.run_velocity,
damage = def.damage,
light_damage = def.light_damage,
water_damage = def.water_damage,
lava_damage = def.lava_damage,
drops = def.drops,
armor = def.armor,
drawtype = def.drawtype,
on_rightclick = def.on_rightclick,
type = def.type,
attack_type = def.attack_type,
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds,
timer = 0,
attack = {player=nil, dist=nil},
state = "stand",
v_start = false,
old_y = nil,
set_velocity = function(self, v)
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -v
local z = math.cos(yaw) * v
self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z})
end,
get_velocity = function(self)
local v = self.object:getvelocity()
return (v.x^2 + v.z^2)^(0.5)
end,
on_step = function(self, dtime)
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
if self.object:getvelocity().y > 0.1 then
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -2
local z = math.cos(yaw) * 2
self.object:setacceleration({x=x, y=-10, z=z})
else
self.object:setacceleration({x=0, y=-10, z=0})
end
if self.object:getvelocity().y == 0 then
if not self.old_y then
self.old_y = self.object:getpos().y
else
local d = self.old_y - self.object:getpos().y
if d > 5 then
local damage = d-5
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/damage}},
}
}, nil)
end
self.old_y = self.object:getpos().y
end
end
self.timer = self.timer+dtime
if self.state ~= "attack" then
if self.timer < 1 then
return
end
self.timer = 0
end
if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
minetest.sound_play(self.sounds.random, {object = self.object})
end
local do_env_damage = function(self)
if self.light_damage and self.light_damage ~= 0 and self.object:getpos().y>0 and minetest.env:get_node_light(self.object:getpos()) and minetest.env:get_node_light(self.object:getpos()) > 3 and minetest.env:get_timeofday() > 0.2 and minetest.env:get_timeofday() < 0.8 then
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/self.light_damage}},
}
}, nil)
end
if self.water_damage and self.water_damage ~= 0 and string.find(minetest.env:get_node(self.object:getpos()).name, "default:water") then
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/self.water_damage}},
}
}, nil)
end
if self.lava_damage and self.lava_damage ~= 0 and string.find(minetest.env:get_node(self.object:getpos()).name, "default:lava") then
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/self.lava_damage}},
}
}, nil)
end
end
if self.state == "attack" and self.timer > 1 then
do_env_damage(self)
elseif self.state ~= "attack" then
do_env_damage(self)
end
if self.type == "monster" then
for _,player in pairs(minetest.get_connected_players()) do
local s = self.object:getpos()
local p = player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist < self.view_range then
if self.attack.dist then
if self.attack.dist < dist then
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
else
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
end
end
end
if self.state == "stand" then
if math.random(1, 2) == 1 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
end
if math.random(1, 100) <= 50 then
self.set_velocity(self, self.walk_velocity)
self.state = "walk"
end
elseif self.state == "walk" then
if math.random(1, 100) <= 30 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
self.set_velocity(self, self.get_velocity(self))
end
if math.random(1, 100) <= 10 then
self.set_velocity(self, 0)
self.state = "stand"
end
if self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 5
self.object:setvelocity(v)
end
elseif self.state == "attack" and self.attack_type == "dogfight" then
if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand"
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.v_start = false
self.set_velocity(self, 0)
self.attack = {player=nil, dist=nil}
return
else
self.attack.dist = dist
end
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
if self.attack.dist > 2 then
if not self.v_start then
self.v_start = true
self.set_velocity(self, self.run_velocity)
else
if self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 5
self.object:setvelocity(v)
end
self.set_velocity(self, self.run_velocity)
end
else
self.set_velocity(self, 0)
self.v_start = false
if self.timer > 1 then
self.timer = 0
local d1 = 10
local d2 = 10
local d3 = 10
if self.damage > 0 then
d3 = 1/self.damage
end
if self.damage > 1 then
d2 = 1/(self.damage-1)
end
if self.damage > 2 then
d1 = 1/(self.damage-2)
end
if self.sounds and self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
self.attack.player:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[1]=d1, [2]=d2, [3]=d3}},
}
}, vec)
end
end
elseif self.state == "attack" and self.attack_type == "shoot" then
if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand"
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.v_start = false
self.set_velocity(self, 0)
self.attack = {player=nil, dist=nil}
return
else
self.attack.dist = dist
end
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
self.set_velocity(self, 0)
if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
self.timer = 0
if self.sounds and self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
local obj = minetest.env:add_entity(self.object:getpos(), self.arrow)
local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
local v = obj:get_luaentity().velocity
vec.y = vec.y+1
vec.x = vec.x*v/amount
vec.y = vec.y*v/amount
vec.z = vec.z*v/amount
obj:setvelocity(vec)
end
end
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({fleshy=self.armor})
self.object:setacceleration({x=0, y=-10, z=0})
self.state = "stand"
self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
self.object:setyaw(math.random(1, 360)/180*math.pi)
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
end,
on_punch = function(self, hitter)
if self.object:get_hp() <= 0 then
if hitter and hitter:is_player() and hitter:get_inventory() then
for _,drop in ipairs(self.drops) do
if math.random(1, drop.chance) == 1 then
minetest.env:add_item(self.object:getpos(), ItemStack(drop.name.." "..math.random(drop.min, drop.max)))
end
end
else
for _,drop in ipairs(self.drops) do
if math.random(1, drop.chance) == 1 then
for i=1,math.random(drop.min, drop.max) do
local obj = minetest.env:add_item(self.object:getpos(), drop.name)
if obj then
obj:get_luaentity().collect = true
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end
end
end
end
end
end
end,
})
endLorenzoVulcan wrote:jojoa1997 wrote:could you make an option to have 3d mods?
That's an experimental fork i made for 3d mobs.Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
---3d Monsters
function mobs:register_mob_3d(name, def)
minetest.register_entity(name, {
hp_max = def.hp_max,
physical = true,
collisionbox = def.collisionbox,
visual = def.visual,
visual_size = def.visual_size,
mesh=def.mesh,
textures = def.textures,
makes_footstep_sound = def.makes_footstep_sound,
view_range = def.view_range,
walk_velocity = def.walk_velocity,
run_velocity = def.run_velocity,
damage = def.damage,
light_damage = def.light_damage,
water_damage = def.water_damage,
lava_damage = def.lava_damage,
drops = def.drops,
armor = def.armor,
drawtype = def.drawtype,
on_rightclick = def.on_rightclick,
type = def.type,
attack_type = def.attack_type,
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds,
timer = 0,
attack = {player=nil, dist=nil},
state = "stand",
v_start = false,
old_y = nil,
set_velocity = function(self, v)
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -v
local z = math.cos(yaw) * v
self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z})
end,
get_velocity = function(self)
local v = self.object:getvelocity()
return (v.x^2 + v.z^2)^(0.5)
end,
on_step = function(self, dtime)
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
if self.object:getvelocity().y > 0.1 then
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -2
local z = math.cos(yaw) * 2
self.object:setacceleration({x=x, y=-10, z=z})
else
self.object:setacceleration({x=0, y=-10, z=0})
end
if self.object:getvelocity().y == 0 then
if not self.old_y then
self.old_y = self.object:getpos().y
else
local d = self.old_y - self.object:getpos().y
if d > 5 then
local damage = d-5
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/damage}},
}
}, nil)
end
self.old_y = self.object:getpos().y
end
end
self.timer = self.timer+dtime
if self.state ~= "attack" then
if self.timer < 1 then
return
end
self.timer = 0
end
if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
minetest.sound_play(self.sounds.random, {object = self.object})
end
local do_env_damage = function(self)
if self.light_damage and self.light_damage ~= 0 and self.object:getpos().y>0 and minetest.env:get_node_light(self.object:getpos()) and minetest.env:get_node_light(self.object:getpos()) > 3 and minetest.env:get_timeofday() > 0.2 and minetest.env:get_timeofday() < 0.8 then
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/self.light_damage}},
}
}, nil)
end
if self.water_damage and self.water_damage ~= 0 and string.find(minetest.env:get_node(self.object:getpos()).name, "default:water") then
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/self.water_damage}},
}
}, nil)
end
if self.lava_damage and self.lava_damage ~= 0 and string.find(minetest.env:get_node(self.object:getpos()).name, "default:lava") then
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/self.lava_damage}},
}
}, nil)
end
end
if self.state == "attack" and self.timer > 1 then
do_env_damage(self)
elseif self.state ~= "attack" then
do_env_damage(self)
end
if self.type == "monster" then
for _,player in pairs(minetest.get_connected_players()) do
local s = self.object:getpos()
local p = player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist < self.view_range then
if self.attack.dist then
if self.attack.dist < dist then
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
else
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
end
end
end
if self.state == "stand" then
if math.random(1, 2) == 1 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
end
if math.random(1, 100) <= 50 then
self.set_velocity(self, self.walk_velocity)
self.state = "walk"
end
elseif self.state == "walk" then
if math.random(1, 100) <= 30 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
self.set_velocity(self, self.get_velocity(self))
end
if math.random(1, 100) <= 10 then
self.set_velocity(self, 0)
self.state = "stand"
end
if self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 5
self.object:setvelocity(v)
end
elseif self.state == "attack" and self.attack_type == "dogfight" then
if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand"
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.v_start = false
self.set_velocity(self, 0)
self.attack = {player=nil, dist=nil}
return
else
self.attack.dist = dist
end
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
if self.attack.dist > 2 then
if not self.v_start then
self.v_start = true
self.set_velocity(self, self.run_velocity)
else
if self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 5
self.object:setvelocity(v)
end
self.set_velocity(self, self.run_velocity)
end
else
self.set_velocity(self, 0)
self.v_start = false
if self.timer > 1 then
self.timer = 0
local d1 = 10
local d2 = 10
local d3 = 10
if self.damage > 0 then
d3 = 1/self.damage
end
if self.damage > 1 then
d2 = 1/(self.damage-1)
end
if self.damage > 2 then
d1 = 1/(self.damage-2)
end
if self.sounds and self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
self.attack.player:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[1]=d1, [2]=d2, [3]=d3}},
}
}, vec)
end
end
elseif self.state == "attack" and self.attack_type == "shoot" then
if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand"
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.v_start = false
self.set_velocity(self, 0)
self.attack = {player=nil, dist=nil}
return
else
self.attack.dist = dist
end
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
self.set_velocity(self, 0)
if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
self.timer = 0
if self.sounds and self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
local obj = minetest.env:add_entity(self.object:getpos(), self.arrow)
local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
local v = obj:get_luaentity().velocity
vec.y = vec.y+1
vec.x = vec.x*v/amount
vec.y = vec.y*v/amount
vec.z = vec.z*v/amount
obj:setvelocity(vec)
end
end
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({fleshy=self.armor})
self.object:setacceleration({x=0, y=-10, z=0})
self.state = "stand"
self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
self.object:setyaw(math.random(1, 360)/180*math.pi)
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
end,
on_punch = function(self, hitter)
if self.object:get_hp() <= 0 then
if hitter and hitter:is_player() and hitter:get_inventory() then
for _,drop in ipairs(self.drops) do
if math.random(1, drop.chance) == 1 then
minetest.env:add_item(self.object:getpos(), ItemStack(drop.name.." "..math.random(drop.min, drop.max)))
end
end
else
for _,drop in ipairs(self.drops) do
if math.random(1, drop.chance) == 1 then
for i=1,math.random(drop.min, drop.max) do
local obj = minetest.env:add_item(self.object:getpos(), drop.name)
if obj then
obj:get_luaentity().collect = true
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end
end
end
end
end
end
end,
})
end
PilzAdam wrote:LorenzoVulcan wrote:jojoa1997 wrote:could you make an option to have 3d mods?
That's an experimental fork i made for 3d mobs.Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
---3d Monsters
function mobs:register_mob_3d(name, def)
minetest.register_entity(name, {
hp_max = def.hp_max,
physical = true,
collisionbox = def.collisionbox,
visual = def.visual,
visual_size = def.visual_size,
mesh=def.mesh,
textures = def.textures,
makes_footstep_sound = def.makes_footstep_sound,
view_range = def.view_range,
walk_velocity = def.walk_velocity,
run_velocity = def.run_velocity,
damage = def.damage,
light_damage = def.light_damage,
water_damage = def.water_damage,
lava_damage = def.lava_damage,
drops = def.drops,
armor = def.armor,
drawtype = def.drawtype,
on_rightclick = def.on_rightclick,
type = def.type,
attack_type = def.attack_type,
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds,
timer = 0,
attack = {player=nil, dist=nil},
state = "stand",
v_start = false,
old_y = nil,
set_velocity = function(self, v)
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -v
local z = math.cos(yaw) * v
self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z})
end,
get_velocity = function(self)
local v = self.object:getvelocity()
return (v.x^2 + v.z^2)^(0.5)
end,
on_step = function(self, dtime)
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
if self.object:getvelocity().y > 0.1 then
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -2
local z = math.cos(yaw) * 2
self.object:setacceleration({x=x, y=-10, z=z})
else
self.object:setacceleration({x=0, y=-10, z=0})
end
if self.object:getvelocity().y == 0 then
if not self.old_y then
self.old_y = self.object:getpos().y
else
local d = self.old_y - self.object:getpos().y
if d > 5 then
local damage = d-5
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/damage}},
}
}, nil)
end
self.old_y = self.object:getpos().y
end
end
self.timer = self.timer+dtime
if self.state ~= "attack" then
if self.timer < 1 then
return
end
self.timer = 0
end
if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
minetest.sound_play(self.sounds.random, {object = self.object})
end
local do_env_damage = function(self)
if self.light_damage and self.light_damage ~= 0 and self.object:getpos().y>0 and minetest.env:get_node_light(self.object:getpos()) and minetest.env:get_node_light(self.object:getpos()) > 3 and minetest.env:get_timeofday() > 0.2 and minetest.env:get_timeofday() < 0.8 then
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/self.light_damage}},
}
}, nil)
end
if self.water_damage and self.water_damage ~= 0 and string.find(minetest.env:get_node(self.object:getpos()).name, "default:water") then
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/self.water_damage}},
}
}, nil)
end
if self.lava_damage and self.lava_damage ~= 0 and string.find(minetest.env:get_node(self.object:getpos()).name, "default:lava") then
self.object:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[self.armor]=1/self.lava_damage}},
}
}, nil)
end
end
if self.state == "attack" and self.timer > 1 then
do_env_damage(self)
elseif self.state ~= "attack" then
do_env_damage(self)
end
if self.type == "monster" then
for _,player in pairs(minetest.get_connected_players()) do
local s = self.object:getpos()
local p = player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist < self.view_range then
if self.attack.dist then
if self.attack.dist < dist then
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
else
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
end
end
end
if self.state == "stand" then
if math.random(1, 2) == 1 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
end
if math.random(1, 100) <= 50 then
self.set_velocity(self, self.walk_velocity)
self.state = "walk"
end
elseif self.state == "walk" then
if math.random(1, 100) <= 30 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
self.set_velocity(self, self.get_velocity(self))
end
if math.random(1, 100) <= 10 then
self.set_velocity(self, 0)
self.state = "stand"
end
if self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 5
self.object:setvelocity(v)
end
elseif self.state == "attack" and self.attack_type == "dogfight" then
if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand"
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.v_start = false
self.set_velocity(self, 0)
self.attack = {player=nil, dist=nil}
return
else
self.attack.dist = dist
end
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
if self.attack.dist > 2 then
if not self.v_start then
self.v_start = true
self.set_velocity(self, self.run_velocity)
else
if self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 5
self.object:setvelocity(v)
end
self.set_velocity(self, self.run_velocity)
end
else
self.set_velocity(self, 0)
self.v_start = false
if self.timer > 1 then
self.timer = 0
local d1 = 10
local d2 = 10
local d3 = 10
if self.damage > 0 then
d3 = 1/self.damage
end
if self.damage > 1 then
d2 = 1/(self.damage-1)
end
if self.damage > 2 then
d1 = 1/(self.damage-2)
end
if self.sounds and self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
self.attack.player:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[1]=d1, [2]=d2, [3]=d3}},
}
}, vec)
end
end
elseif self.state == "attack" and self.attack_type == "shoot" then
if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand"
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.v_start = false
self.set_velocity(self, 0)
self.attack = {player=nil, dist=nil}
return
else
self.attack.dist = dist
end
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
self.set_velocity(self, 0)
if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
self.timer = 0
if self.sounds and self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
local obj = minetest.env:add_entity(self.object:getpos(), self.arrow)
local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
local v = obj:get_luaentity().velocity
vec.y = vec.y+1
vec.x = vec.x*v/amount
vec.y = vec.y*v/amount
vec.z = vec.z*v/amount
obj:setvelocity(vec)
end
end
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({fleshy=self.armor})
self.object:setacceleration({x=0, y=-10, z=0})
self.state = "stand"
self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
self.object:setyaw(math.random(1, 360)/180*math.pi)
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
end,
on_punch = function(self, hitter)
if self.object:get_hp() <= 0 then
if hitter and hitter:is_player() and hitter:get_inventory() then
for _,drop in ipairs(self.drops) do
if math.random(1, drop.chance) == 1 then
minetest.env:add_item(self.object:getpos(), ItemStack(drop.name.." "..math.random(drop.min, drop.max)))
end
end
else
for _,drop in ipairs(self.drops) do
if math.random(1, drop.chance) == 1 then
for i=1,math.random(drop.min, drop.max) do
local obj = minetest.env:add_item(self.object:getpos(), drop.name)
if obj then
obj:get_luaentity().collect = true
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end
end
end
end
end
end
end,
})
end
Nice :D
Can you create a diff against the current register_mobs function? It would make it easier to check the 3D parts.
diff --git a/2D.lua b/3D.lua
index 99f0ffb..535c0e8 100644
--- a/2D.lua
+++ b/3D.lua
@@ -1,10 +1,11 @@
-function mobs:register_mob(name, def)
+function mobs:register_mob_3d(name, def)
minetest.register_entity(name, {
hp_max = def.hp_max,
physical = true,
collisionbox = def.collisionbox,
visual = def.visual,
visual_size = def.visual_size,
+ mesh=def.mesh,
textures = def.textures,
makes_footstep_sound = def.makes_footstep_sound,
view_range = def.view_range,
@@ -302,7 +303,7 @@ function mobs:register_mob(name, def)
if hitter and hitter:is_player() and hitter:get_inventory() then
for _,drop in ipairs(self.drops) do
if math.random(1, drop.chance) == 1 then
- hitter:get_inventory():add_item("main", ItemStack(drop.name.." "..math.random(drop.min, drop.max)))
+ minetest.env:add_item(self.object:getpos(), ItemStack(drop.name.." "..math.random(drop.min, drop.max)))
end
end
else
PilzAdam wrote:Nice :D
Can you create a diff against the current register_mobs function? It would make it easier to check the 3D parts.
shortstop824 wrote:They all have unsatisfied dependencies. What do i do?
Topywo wrote:shortstop824 wrote:They all have unsatisfied dependencies. What do i do?
I assume you mean the mods in animal_modpack? It's a modpack. Try extracting the whole animal_modpack (master) in the mods/minetest folder, instead of the seperate mods in the folder below it.
fishyWET wrote:I am currently creating a survival map, all is left is some monsters but how do i get those monsters or do i have to wait for them to spawn with something
mobs:register_mob("mobs:dirt_monster", {/spawnentity name/spawnentity mobs:dirt_monsterCrazycat399 wrote:It wont work on mine.... :(
4aiman wrote:Is there a way I can make some mob slower/not so oppressive?
They're too tough to beat if you didn't spend several hours adapting...
Matsetes wrote:I get a problem and I think is caused by your mod:
sometimes (now is all the times), when I find some mobs underground, the games blocks (you can move and dig items but they will not be in the inventory and all the changes are not saved. If you put items, they are not deleted from the inventory, the mobs cannot move and dye, even if you kill them the particles rest in the air and the mob too..)
PilzAdam wrote:Matsetes wrote:I get a problem and I think is caused by your mod:
sometimes (now is all the times), when I find some mobs underground, the games blocks (you can move and dig items but they will not be in the inventory and all the changes are not saved. If you put items, they are not deleted from the inventory, the mobs cannot move and dye, even if you kill them the particles rest in the air and the mob too..)
Seems like the local server hang-up.
4aiman wrote:Thanks, PilzAdam!
How about some unfair measures?
For example, if player killed a mob, then create only CAO entities with the "loot"? So it would be entirely client's problem and the server would know nothing about that CAO?
Or is your mod already uses this scheme?
4aiman wrote:Also, could you make them less aggressive? Almost any encounter when I'm not fleeing results in me being dead...
Maybe some settings if not the permanent change - there are those who like mobs as they are for now.
PilzAdam wrote:If enable_damage is false the mobs dont attack you
4aiman wrote:Great!PilzAdam wrote:If enable_damage is false the mobs dont attack you
Is there an easy way to make particular type of a monster slower and/or weaker?
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