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[1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]


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#1

Cryect
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Posted 07 January 2011 - 05:00 PM

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Note AdventureCraft is compatible with 1.3.2 via its installer but it only has features from beta 1.7.3 and back.

AdventureCraft, is a stand alone Minecraft mod designed to let players create adventure maps for other players.  It allows you have full control of how mobs spawn based on the player triggering blocks with a custom trigger system. There is plenty of additional features as well to aid with making adventures that you can check out in the features section or the various youtube videos of features.  I have included a small sample map showing off some of the early features.

This Week's Latest Map
This is a neat map all taking place pretty much in a single room, similar to Spawned.  But unlike Spawned this map is all based around various difficult challenges.  Its quite a hard map but if you get stuck there is a walk through included in the map directory.    If you like the map make sure to head over to Lahleon's thread to click on his adf.ly link!

http://www.minecraft...1-over-9000-dl/Posted Image

Fan Made Trailer


Sample Map Trailer




Recent Feature Videos









Feature List Tutorial Videos












Credits
My Girlfriend for creating the island I used
MrMessiah for his BetterLight and BetterGrass mod thats integrated into the mod (can enable/disable it in the options)
N3X15 for his SnowMod
Bemoliph for testing out my changes
Thundara for managing the Redmine I was using
Everyone who works on MCP as this mod is heavily based on MCP. Those guys are all great and I love contributing to the project.
Scaevolus for Optimine!
HarryPitfall for the base animated fan texture I started with
Shockah for the additional block IDs
Rhodox for the Painterly Pack which is used in a lot of the new textures. <!-- m -->http://painterlypack.net/index.html<!-- m -->
CyborgDragon, Leonardo, and Oozeball plus many others for all the work on the AC Wiki
ScottyDoesKnow for letting me use his gun and ammo sprites by hatwhale and captiva

Recent Version History
r1095 - Adds a NPC Path block that can have an NPC path to it. Cutscene cameras can be set to not pause the game.
r1089 - Fixes storage block saving of tile entities
r1087 - Can disable random pathing on EntityCreature's via .canPathRandomly.  Can adjust random looking via .canLookRandomly, randomLookVelocity, randomLookRate, and randomLookRateVariation. randomLookNext contains when the entity will choose a new random velocity.
r1085 - Living entities now have a FOV which is used to determine if a target can be seen (use debug or /renderfov to see the FOV angle). Pathing only simplifies the current segment walking along now. Mobs won't update their path to their target unless they can see the target therefore they will now goto the last known position and then give up after a while. Fixed muzzle flash getting stuck permantly on for zombies and skeletons when they can't see you. Can get time stats on scripts via /scriptstats and reset the stats via /scriptstatreset. Store block correctly renders its items and the sky renders correctly now when looking at a store block. Bullets from mobs will now no longer come from their feet but instead their waist. Lots of prep code work for 1.8.1 update including shifting blockID range of several blocks (id's 100-122 are now 150-172 and id's 152-155 are now 173-176).
r1062 - Fixed slime movement speed. Fixed block placement.
r1056 - Custom items can now be created. Vec3's can be created via Vec3 now and have new helpful functions on them.
r1048 - Adds the ability to execute a script on the various movement key presses and stop them from occuring. Exposing EntityLiving's gravity, jumpVelocity, jumpWallMultiplier, jumpInAirMultiplier, shouldJump, airControl. Move speed greater than 1 will allow faster movement. Player's move speed is effect now by moveSpeed. Fixing rifle to use rifle ammo again and not pistol ammo. Adds rayTraceBlocks and rayTrace to world and rayTrace to entity. Adds the function fireBullet to EntityLiving.
r1039 - Full weapons will show their ammo bar. Shotgun muzzle flash works once again. Shotgun now requires you wait for the reload to finish before you can fire (previously could fire the second the reload started). Exposes to scripting whether the entity's onGround flag is set or not (entity.onGround). Pathing improvements with regards to clip blocks, fences, and paths requiring jumping.  Creatures will now actually use their paths if they have a target.  Zombie and skeleton firing slightly altered.  The "Score" will no longer print when you die.
r1027 - Adds better reloading to the shotgun, pistol, and rifle. AdventureCraft sound resources can now be automatically downloaded. Can deactivate an active cutscene via effect.cancelCutscene(). Automatically changing the sound string's from Javascript to lower case.
r1022 - Fix for terrain2.png and terrain3.png sometimes loading as white textures. Can no longer crash minecraft with /cameraadd if a nonnumber is supplied.  Glass can now take translucent textures. '\n' will create line breaks with the UILabel now. Overlays textures are now looked up as "/overlays/texture.png" instead of "overlays/texture.png" to be in line with other texture retrievals
r1016 - Models can be attached to each other by the variable .modelAttachment on them. Cave sounds disabled. Can specify the texture width and height on models at model creation time Model(texWidth, texHeight). UI elements can be moved smoothly now via .moveTo(x, y) and .moveBy(dx, dy).
r1010 - Replace the MC logo on the main menu. Entities have on them now .isFlying which can be set True for them to fly around. Can edit the time of camera points with an editbox by right clicking them. The sound in cutscenes is now based off the cutscene camera not the player's position.
r1004 - Adds effect.fovModifier for adjusting the FOV. Fixes a crash with opening a second map then a cutscene camera gets activated.
r1002 - Cutscene camera is cleared upon quiting a map. UI Labels can now have their position be set as floats. The HUD can be enabled/disabled via ui.hudEnabled.


Links
AdventureCraft Wiki
AdventureCraft Map Page
AdventureCraft Dev Blog
AdventureCraft IRC Channel - [email protected]

Installing + Running
1. Double Click AdventureCraft.jar
2. Install either via Install (copies the files from your minecraft directory) or Install Via Login (gets a fresh copy)
3. Press start

Downloads
http://bit.ly/M9FF5w

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#2

Shukun
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Posted 07 January 2011 - 05:19 PM

I've been looking forward to this since your map post on reddit. Hopefully I'll have time to check it out after work. :P

#3

TK
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Posted 07 January 2011 - 06:46 PM

Hmm... interesting... so you get eaten by the pyramid entrance... chewed through by the levels slowly putting you deeper on the map and then kill the final boss in a massive arena and get spat out of the side of the mountain... i havent played it so id be suprised if thats what happens... also i apreciate your amazing work and as amazing as it looks... i dont want to die from fright...

#4

worldofhabbo

Posted 07 January 2011 - 06:47 PM

is this for beta?

#5

lahwran
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Posted 07 January 2011 - 06:55 PM

sexy sexy sexy

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Stupidity on the rise with a 40% chance of shitstorms.


#6

worldofhabbo

Posted 07 January 2011 - 06:56 PM

i ask is this for beta?

#7

Cryect
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Posted 07 January 2011 - 07:04 PM

worldofhabbo said:

i ask is this for beta?

Yes, it is for beta.
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#8

Ghást
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Posted 07 January 2011 - 07:07 PM

I'm unsure what I need to do after defeating the First Boss. He didn't drop anything, so I'm just in the large room where he spawned.

#9

worldofhabbo

Posted 07 January 2011 - 07:16 PM

why i have only 3 healt:L do i have that to in my own worlds? and one more thing how do i create shield and boomerang? exactly i only did it for them

#10

Haprenti

Posted 07 January 2011 - 07:18 PM

Omg I can't kill the three spiders at the start !

#11

Lolligator
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Posted 07 January 2011 - 07:19 PM

Sounds epic, I'm gonna download when it's possible.
Anyway, what's with the shield? Where can I get that mod?
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#12

Piecejr
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Posted 07 January 2011 - 07:21 PM

getting a new .jar and trying this out (my other .jar is on desktop :Notch:)

EDIT:do i win once i defeat the skele boss?
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#13

Cryect
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Posted 07 January 2011 - 07:39 PM

Ghást said:

I'm unsure what I need to do after defeating the First Boss. He didn't drop anything, so I'm just in the large room where he spawned.

Unfortunately thats currently the end of it at the moment.  A heart container should drop where he spawned at. Though since there is no further content yet beyond this one level its not of much use yet.  I hope to add additional islands but wanted to get this out for the people who've been wanting to try it out.

Now that you've finished him can try messing around with other stuff.

Use F4 To toggle Debug Mode

In debug mode you can pop up chat and use a few commands
/day - Sets it to daytime
/health - Reset health back to 3 hearts
/fly - Enables fly mode

While in debug mode you can place and destroy blocks.

There is also several development items that can be crafted that were used to make the dungeon and will list the recipes for them later.
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#14

Cryect
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Posted 07 January 2011 - 07:40 PM

worldofhabbo said:

why i have only 3 healt:L do i have that to in my own worlds? and one more thing how do i create shield and boomerang? exactly i only did it for them

You get heart containers from killing bosses (though there is only a single boss currently in the game).  The shield and boomerang are located in chests within the dungeon.
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#15

Piecejr
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Posted 07 January 2011 - 07:53 PM

wow that map was really fun ;D
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#16

worldofhabbo

Posted 07 January 2011 - 08:09 PM

crycet i want to create them in my own world:L how do i craft them?

#17

CosmicSpore

Posted 07 January 2011 - 08:16 PM

worldofhabbo said:

crycet i want to create them in my own world:L how do i craft them?
Yeah, I really want the boomerang in the regular game... and a shield wouldn't hurt, either.

Are those mods already available somewhere? Or are they stuck in the rest of the code for this Mod and can't be seperated?  :(

#18

capsar
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Posted 07 January 2011 - 08:18 PM

can you also make the mods in apart folders?
editing tools:....
shield:.....
boomerang:.........
and it is so freaking super cool whaaaaaa it is just .... you are a king!!!!!
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#19

MaceInTheFace
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Posted 07 January 2011 - 08:19 PM

The shield and boomerang- can they be crafting w/ this mod?
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#20

Futil
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Posted 07 January 2011 - 08:20 PM

Was the boss supposed to drop something? 'cause either the spikes i killed it in destroyed the item, or he doesnt drop.
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