[Mod] Simple Mobs [mobs]

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MirceaKitsune
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by MirceaKitsune » Sat Feb 16, 2013 16:30

I'm really eager to see this upstream, just hope it will be ready soon. Once again, great work :D There's two suggestions I can think of which would be really interesting, and should be possible at this point:

1 - Alert levels for mobs before attacking. The more a mob is aware of the player (has visual contact or hears them walking) the faster its alert level grows, while no longer seeing or hearing the player makes alert decrease until it goes back to 0. The higher the alert level, the more that mob will run and investigate the spot where it last sensed the player. Once alert level reaches 1, the the mob will attack the player and be fully aware of them. If during battle the player manages to lose the mob (without putting the chunk to sleep and de-spawning it) the mob's alert level will again begin to drop till it eventually goes back to 0. An alert mob will also increase the alertness of nearby mobs slowly. How fast the mob gets aware and forgets should be a per-monster settings.

For example: Lets say a mob needs to see the player for one second before realizing it should attack. If the player manages to hide behind a solid block after half a second of being seen, the mob's alert level will be 0.5. It will be pretty nervous and investigate the area. Now if it sees the player for a quarter second, its alert would increase by another 0.25 and get to 0.75, making the mob even more scared while knowing more exactly where the player is. But the player is no longer seen for 10 seconds, so alert level begins to slowly drop. In 30 seconds, the mob forgets what happened and resumes to walking around.

Although this might sound hard, it should be easy to do in LUA. Whenever the player alerts a mob, its last position is saved as a vector which is the spot that mob is alert of. Alertness level would be a float ranging from 0 to 1 and indicating how much the mob will try to run toward that spot and around it. The location accuracy and frequency of this would depend on alertness level itself.

2 - Similar to 1, but a separate idea that can be a different system. When a mob is hurt during battle, it would cry out, alerting other mobs of its kind in the area (who would normally not see the player) to come and help. They will come and attack the player too.

Let me know what you think and if any of this can be put on your list. It would be fantastic if you could consider adding such behavior to the AI, and I'd totally love to see something like that :)
 

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by PilzAdam » Sat Feb 16, 2013 17:53

MirceaKitsune wrote:I'm really eager to see this upstream, just hope it will be ready soon. Once again, great work :D There's two suggestions I can think of which would be really interesting, and should be possible at this point:

1 - Alert levels for mobs before attacking. The more a mob is aware of the player (has visual contact or hears them walking) the faster its alert level grows, while no longer seeing or hearing the player makes alert decrease until it goes back to 0. The higher the alert level, the more that mob will run and investigate the spot where it last sensed the player. Once alert level reaches 1, the the mob will attack the player and be fully aware of them. If during battle the player manages to lose the mob (without putting the chunk to sleep and de-spawning it) the mob's alert level will again begin to drop till it eventually goes back to 0. An alert mob will also increase the alertness of nearby mobs slowly. How fast the mob gets aware and forgets should be a per-monster settings.

For example: Lets say a mob needs to see the player for one second before realizing it should attack. If the player manages to hide behind a solid block after half a second of being seen, the mob's alert level will be 0.5. It will be pretty nervous and investigate the area. Now if it sees the player for a quarter second, its alert would increase by another 0.25 and get to 0.75, making the mob even more scared while knowing more exactly where the player is. But the player is no longer seen for 10 seconds, so alert level begins to slowly drop. In 30 seconds, the mob forgets what happened and resumes to walking around.

Although this might sound hard, it should be easy to do in LUA. Whenever the player alerts a mob, its last position is saved as a vector which is the spot that mob is alert of. Alertness level would be a float ranging from 0 to 1 and indicating how much the mob will try to run toward that spot and around it. The location accuracy and frequency of this would depend on alertness level itself.

2 - Similar to 1, but a separate idea that can be a different system. When a mob is hurt during battle, it would cry out, alerting other mobs of its kind in the area (who would normally not see the player) to come and help. They will come and attack the player too.

Let me know what you think and if any of this can be put on your list. It would be fantastic if you could consider adding such behavior to the AI, and I'd totally love to see something like that :)

I really like this idea.
But it doesnt fit into this mod. This is Simple Mobs, the goal is to keep them lightweight.
 

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by jojoa1997 » Sat Feb 16, 2013 17:57

if you control what is added to minetest_game then why have you not added this mod yet?
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by PilzAdam » Sat Feb 16, 2013 17:59

jojoa1997 wrote:if you control what is added to minetest_game then why have you not added this mod yet?

Because it isnt stable enough (or is it?) and it tends to hang up servers.
 

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by Calinou » Sat Feb 16, 2013 18:08

PilzAdam wrote:Because it isnt stable enough (or is it?) and it tends to hang up servers.


It's stable enough but it still lags servers a lot (without necessarily using 100% CPU); it makes mobs impossible to kill for a short while too.
 

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by Jordach » Sat Feb 16, 2013 18:17

Well then, there is one method of making them even lighter:

C Code AI.

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by PilzAdam » Sat Feb 16, 2013 18:27

Jordach wrote:Well then, there is one method of making them even lighter:

C Code AI.

Bullshit. My mobs have nearly no AI. The things that really need time are the API function calls, but moving them to C code would be even slower.
Last edited by PilzAdam on Sat Feb 16, 2013 18:27, edited 1 time in total.
 

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by Mito551 » Sat Feb 16, 2013 18:40

well, your mod generates a lot of mobs! which generate lag. I think I overcome the problem by decreasing the rate. (and turning off a couple of mobs)
 

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by MirceaKitsune » Sat Feb 16, 2013 18:54

PilzAdam wrote:I really like this idea.
But it doesnt fit into this mod. This is Simple Mobs, the goal is to keep them lightweight.


Right... I just noticed this is a different topic from the other MOB Framework. I think the other one is being done by sapier, so I should ask him or post my ideas there.
 

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by Matsetes » Sat Feb 16, 2013 19:01

Thanks PilzAdam, I will try now with your changes and I will let you see
 

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by Matsetes » Mon Feb 18, 2013 10:31

Image
Near my house spawned some animals, but the number continue to grow... I think there is a problem... This may create some problems
 

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by jojoa1997 » Mon Feb 18, 2013 13:02

Matsetes wrote:Image
Near my house spawned some animals, but the number continue to grow... I think there is a problem... This may create some problems
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by PilzAdam » Mon Feb 18, 2013 16:23

Matsetes wrote:Image
Near my house spawned some animals, but the number continue to grow... I think there is a problem... This may create some problems

Should be fixed with the latest tweaks I did to the spawning.
 

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by MirceaKitsune » Mon Feb 18, 2013 17:47

BTW... I'm seeing that sprites are still being used. I'd be curious to see the first screenshot of a 3D mob :) After all I also intended mesh support for mobs other than players, so they won't have to be facing sprites. Don't have the energy to model and animate animals and monsters myself right now, but the blend file of the player is an easy example in case anyone else wants to give it a try first.
 

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by Sokomine » Mon Feb 18, 2013 17:52

You're in the wrong thread for that, MirceaKitsune. Install mobf from sapier, craft a lasso, catch an ostrich, use /giveme to get a saddle and there you go :-)
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by PilzAdam » Mon Feb 18, 2013 18:39

If anyone would provide models I would add them.
 

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by minetestpro » Mon Feb 18, 2013 22:20

hello everytime i quit and join the game there is sand monster rats and sheep spawning directly on me plz help
 

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by Calinou » Tue Feb 19, 2013 09:52

Mobs can spawn right next to you, yes, it's a feature. This is not Minecraft. ;)
 

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by PilzAdam » Tue Feb 19, 2013 15:03

minetestpro wrote:hello everytime i quit and join the game there is sand monster rats and sheep spawning directly on me plz help

Shit happens :-p
 

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by Temperest » Tue Feb 19, 2013 21:22

PilzAdam wrote:If anyone would provide models I would add them.


It's not much, but here are the Oerkki and DM models, rigged, textured, and animated.

http://www.pasteall.org/blend/19618

I release them under the WTFPL, so it can be compatible with Simple Mobs.
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by MirceaKitsune » Tue Feb 19, 2013 21:39

Temperest wrote:
PilzAdam wrote:If anyone would provide models I would add them.


It's not much, but here are the Oerkki and DM models, rigged, textured, and animated.

http://www.pasteall.org/blend/19618

I release them under the WTFPL, so it can be compatible with Simple Mobs.


Awesome, thanks for making these! Hope they will be of use and can be added as LUA mobs upstream soon :)
 

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by legumev » Tue Feb 26, 2013 18:08

After playing with the "simple mob" mod, I finally removed it: I find it way too intrusive.

A few nasty monsters at night in caves was fine, and I loved it in R.3, but this overwhelming rush of adversaries from everywhere, all the time, is all consuming of my attention and even if I try, there are more than I could possibly deal with.

They even enter my closed house when I close the game, so they kill me before I can see them when I re-start the game.

I use minetest .4.4 "stable release".

I tried to follow some tips to limit the number of monsters, but it got out of hand with undefined entities and the remaining ones were still appearing too fast. Also, the sheep and their noise was getting a little too much .

In my opinion, there should be easy controls for the type of monsters, their behavior and spawning rate.
 

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by jojoa1997 » Thu Apr 04, 2013 01:40

will this ever support 3d models?
Coding;
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by PilzAdam » Thu Apr 04, 2013 10:54

jojoa1997 wrote:will this ever support 3d models?

If someone makes them.
 

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by neron » Thu Apr 04, 2013 15:34

Will you turn these into minecraft mobs for minitest?
 

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by tinoesroho » Fri Apr 05, 2013 01:35

... THey spawn when the server gets started, so if you play singleplayer, you'll get an f-ton when you log in.
We are what we create.

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by xavier108 » Fri Apr 05, 2013 06:17

Finally a mob on minetest :D
Ezlif :D
 

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by Pavel_S » Sun Apr 07, 2013 23:48

I created a simple sheep model, but can`t find a way to convert .blend to .x .
Any ideas?
[img=blender sheep model]http://s8.postimg.org/qu1kv4x05/RIGGED_SHEEP.png[/img]
 

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by Temperest » Mon Apr 08, 2013 00:03

Try enabling the DirectX exporter addon.

Ctrl+Alt+U => Add-ons => DirectX

It's under the Import/Export section. Once enabled, use File => Export => DirectX.
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by deivan » Mon Apr 08, 2013 00:27

Nice art. :D
-*-
Hum...

I don't know all process involving the operation of this mod but changing the variable armor to some like "armor = 100 - x" is possible kill mobs again.
The process with self punch to kill the entity if he is in the lava, water or another thing is very strange to me... Don't is better subtract the hp directly than give a self punch? This self punch mechanism is creating the spam in the terminal and, I think, causing the lag in my server. :-o

I making a fork (to work here) but my plan is change this two points (self punch and armor) to make all in this mod full operational again.
 

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