Looks like a case of the server doesnt have the same mods as the client. See the last question in the FAQ
Thanks! I found the problem, I do have the same mods but it's related to the problem I had with animal bikes, the permissions didn't work so I disabled them from the config. I wasn't aware it actually removed the entities from the game.
Just make it so the door can be edited using the NPC wand, and you can put availability options and a "key item" on it and make it possible to right click the doors while holding the correct key to open them.
I agree, though this could tie in with Inn doors as a planned feature.
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Ranged attacks can have a delay between each shot, if you manipulate this you could get what you want.
NPC's currently cannot fly, but this is a planned feature. With all features, when it is released is at noppes discretion.
I tried that, all it does is make the npc look like they're delayed in the head, waiting for the mob to attack it. The best I got was making it delayed and then a burst of 3 shots. Oh well, I'll sit here and hope there will be an option for it later down the line.
I tried that, all it does is make the npc look like they're delayed in the head, waiting for the mob to attack it. The best I got was making it delayed and then a burst of 3 shots. Oh well, I'll sit here and hope there will be an option for it later down the line.
Have you tried setting their movement animation to 'aiming'?
It makes them constantly hold the bow out, similar to a skeleton.
Hello Noppes, I have a problem with Custom.
When bard starts to play music converted in format .ogg, there appear some lags. They take 20-30 seconds and then everything is fine.
After installing Aether II first and then installing CustomNPCs on a MCPC+ 1.6.2 Server I cannot spawn CustomNPCs in the overworld with the NPC wand, and an error message is outputted as "Missing mod entity information for customnpcs : 3" However, when arriving on Aether, I see all Aether Mobs being replaced by custom NPC entities (with generated names above them, i,e all Zephyrs show up as Enderman model but behaves like Zephyrs did) and the same error message is still showing up in the client log. I need to point out that in Single Player both mods works just fine and this is only a server-side problem. Please look into that issue (my guess would be conflicts between the entity ids used by CustomNPC and Aether Mobs).
(This question is also posted on Aether II's Github Issues as Issue #195.)
Have you tried setting their movement animation to 'aiming'?
It makes them constantly hold the bow out, similar to a skeleton.
Yea, but it looks funny if they're walking around like that. Is it possible to have the aiming animation play when actually shooting? I haven't noticed an option to do so but it seems like something that should be automatic.
After installing Aether II first and then installing CustomNPCs on a MCPC+ 1.6.2 Server I cannot spawn CustomNPCs in the overworld with the NPC wand, and an error message is outputted as "Missing mod entity information for customnpcs : 3" However, when arriving on Aether, I see all Aether Mobs being replaced by custom NPC entities (with generated names above them, i,e all Zephyrs show up as Enderman model but behaves like Zephyrs did) and the same error message is still showing up in the client log. I need to point out that in Single Player both mods works just fine and this is only a server-side problem. Please look into that issue (my guess would be conflicts between the entity ids used by CustomNPC and Aether Mobs). (This question is also posted on Aether II's Github Issues as Issue #195.)
Fair enough... Just keep in mind that for ranged attacks, the intended target and the actual victim may not be the same entity.
E.g. The NPC may be aiming at a zombie, but might hit a player instead. There is also going to be some delay between the projectile being launched, and the eventual impact.
On a different tangent, I've been trying to write an update script that changes equipped item based on the target's distance... But I'm struggling to store or otherwise instantiate a valid ScriptItemStack.
new ScriptItemStack() undefined
So is new noppes.npcs.scripted.ScriptItemStack()
Spawning the NPC with a sword and storing via getStoredData() seems unreliable, as setRightItem() permanently changes that NPCs inventory (i.e. The sword won't come back if you reset the NPC).
I feel like I've wandered down completely the wrong track here...
Melee attacks actually dont necesarily hit either, they can be immune or be on their hit cooldown. As you might know you cant hit entities in rapid succesion.
Yea you have. What you are looking for is world.createItem. You cant store items in stored data btw. Currenly only strings and numbers can be stored.
Rollback Post to RevisionRollBack
Those who want to chat or hang out, join me on discord
Want to support me? Become one of my patrons:
So... A little problem with natural spawning.
When a mob spawns, it doesn't take into account the number of mobs of that type in the area.
They just keep spawning and spawning until they're everywhere:
There was like 5 times the amount of sandworms, then we killed the little buggers and here's 10 minutes later...
Their spawn rates are set to 1.
Is there any way to fix that?
[The version I'm using was downloaded on 5/27. Dunno if there's a newer version that affects spawning]
I must add the server side and the client side has the same mods and configs, and is even idfix'ed (so there aren't any ID clashes between server and client).
I must add the server side and the client side has the same mods and configs, and is even idfix'ed (so there aren't any ID clashes between server and client).
Any problems with entities showing as other entities is always an entity id problem. Usually this is caused because the client has mods that add entities which the server doesnt have. It can also be caused by change config files. Make sure the config file on the server is the same as client as well.
Rollback Post to RevisionRollBack
Those who want to chat or hang out, join me on discord
Want to support me? Become one of my patrons:
Any problems with entities showing as other entities is always an entity id problem. Usually this is caused because the client has mods that add entities which the server doesnt have. It can also be caused by change config files. Make sure the config file on the server is the same as client as well.
Thanks for that reminder, solved!
I'll post the solution here in case the others has similar problems (Hey, Aether + CustomNPCs = MLP:FIM RPs!)
go to both client/server's CustomNPC.cfg files, change stuff as below:
#Uses unique entities ids
UseUniqueEntities=false
#To use this UseUniqueEntities has to be false
EntityStartId=998
basically set use unique entities as false and give a really large that no-other-mods-would-be-using one for it.
Solved for me.
I found a bug where if I set and npc to make the human.male.evil.hurt/death then sometimes it makes a girl sound when it dies / gets hurt. please fix its really annoying
I found a bug where if I set and npc to make the human.male.evil.hurt/death then sometimes it makes a girl sound when it dies / gets hurt. please fix its really annoying
Ah my bad. Should be fixed if you redownload
Rollback Post to RevisionRollBack
Those who want to chat or hang out, join me on discord
Want to support me? Become one of my patrons:
I've noticed some interesting interactions between variables. So in no particular order:
An NPC's AggroRange and RangedRange are unable to exceed the server's NpcNavRange (e.g. If NpcNavRange is 32, then any values over 32 for AggroRange or RangedRange will have no additional effect).
If you give a projectile to an NPC, change UseRangedAttack to UntilClose, and then take the projectile away, then EngageDistance will still be active and will stop the NPC from attacking anything farther away than that.
If you give a projectile to an NPC, and change UseRangedAttack to No, then that NPC will run at enemies but will not actually attack them.
NPCs seem to stop attacking while they are leaping, so setting LeapAtTarget to Yes can be detrimental to an NPC's combat ability (since they can still be hit and knocked back while leaping, further preventing their attacks).
The faction option "Defend faction members" also affects whether or not that NPC will defend itself from attack. E.g. a neutral mob that does not defend faction members will not retaliate if you attack it.
I've noticed some interesting interactions between variables. So in no particular order:
An NPC's AggroRange and RangedRange are unable to exceed the server's NpcNavRange (e.g. If NpcNavRange is 32, then any values over 32 for AggroRange or RangedRange will have no additional effect).
If you give a projectile to an NPC, change UseRangedAttack to UntilClose, and then take the projectile away, then EngageDistance will still be active and will stop the NPC from attacking anything farther away than that.
If you give a projectile to an NPC, and change UseRangedAttack to No, then that NPC will run at enemies but will not actually attack them.
NPCs seem to stop attacking while they are leaping, so setting LeapAtTarget to Yes can be detrimental to an NPC's combat ability (since they can still be hit and knocked back while leaping, further preventing their attacks).
The faction option "Defend faction members" also affects whether or not that NPC will defend itself from attack. E.g. a neutral mob that does not defend faction members will not retaliate if you attack it.
Those are all true except for the last one. Only reason an npc wont 'defend' himself is if the OnFoundEnemy is set to nothing.
Rollback Post to RevisionRollBack
Those who want to chat or hang out, join me on discord
Want to support me? Become one of my patrons:
Those are all true except for the last one. Only reason an npc wont 'defend' himself is if the OnFoundEnemy is set to nothing.
Oh, hrmm... Sorry, I should have tested that one further. It turns out the reason I was getting a different result is because I was in creative mode at the time.
It seems that attacking a neutral NPC while in creative mode will cause all neutral faction defenders to begin attacking the player. It seems this was overriding the neutral NPC's normal behaviour of not attacking a creative mode player.
idk if this has been a idea yet or not, forgive me if so. But what if you also made it a option for things to spawn in 'custom' groups? Say I make one creature. Then add that to a list of creatures that spawn in groups? Because I saw how you were making possible for things to spawn in groups of just that creature.
Thanks! I found the problem, I do have the same mods but it's related to the problem I had with animal bikes, the permissions didn't work so I disabled them from the config. I wasn't aware it actually removed the entities from the game.
The admins have restored it, but it is back on the page 811 now:
http://www.minecraftforum.net/topic/833003-172-custom-npcs-splanmp/page__st__16200#entry32025773
Can you please give it a read?
I tried that, all it does is make the npc look like they're delayed in the head, waiting for the mob to attack it. The best I got was making it delayed and then a burst of 3 shots. Oh well, I'll sit here and hope there will be an option for it later down the line.
It makes them constantly hold the bow out, similar to a skeleton.
When bard starts to play music converted in format .ogg, there appear some lags. They take 20-30 seconds and then everything is fine.
After installing Aether II first and then installing CustomNPCs on a MCPC+ 1.6.2 Server I cannot spawn CustomNPCs in the overworld with the NPC wand, and an error message is outputted as "Missing mod entity information for customnpcs : 3" However, when arriving on Aether, I see all Aether Mobs being replaced by custom NPC entities (with generated names above them, i,e all Zephyrs show up as Enderman model but behaves like Zephyrs did) and the same error message is still showing up in the client log. I need to point out that in Single Player both mods works just fine and this is only a server-side problem. Please look into that issue (my guess would be conflicts between the entity ids used by CustomNPC and Aether Mobs).
(This question is also posted on Aether II's Github Issues as Issue #195.)
Yea, but it looks funny if they're walking around like that. Is it possible to have the aiming animation play when actually shooting? I haven't noticed an option to do so but it seems like something that should be automatic.
See FAQ
Melee attacks actually dont necesarily hit either, they can be immune or be on their hit cooldown. As you might know you cant hit entities in rapid succesion.
Yea you have. What you are looking for is world.createItem. You cant store items in stored data btw. Currenly only strings and numbers can be stored.
Want to support me? Become one of my patrons:
When a mob spawns, it doesn't take into account the number of mobs of that type in the area.
They just keep spawning and spawning until they're everywhere:
There was like 5 times the amount of sandworms, then we killed the little buggers and here's 10 minutes later...
Their spawn rates are set to 1.
Is there any way to fix that?
[The version I'm using was downloaded on 5/27. Dunno if there's a newer version that affects spawning]
I must add the server side and the client side has the same mods and configs, and is even idfix'ed (so there aren't any ID clashes between server and client).
Any problems with entities showing as other entities is always an entity id problem. Usually this is caused because the client has mods that add entities which the server doesnt have. It can also be caused by change config files. Make sure the config file on the server is the same as client as well.
Want to support me? Become one of my patrons:
Thanks for that reminder, solved!
I'll post the solution here in case the others has similar problems (Hey, Aether + CustomNPCs = MLP:FIM RPs!)
go to both client/server's CustomNPC.cfg files, change stuff as below:
basically set use unique entities as false and give a really large that no-other-mods-would-be-using one for it.
Solved for me.
HELP!!!!
Ah my bad. Should be fixed if you redownload
Want to support me? Become one of my patrons:
Those are all true except for the last one. Only reason an npc wont 'defend' himself is if the OnFoundEnemy is set to nothing.
Want to support me? Become one of my patrons:
Oh, hrmm... Sorry, I should have tested that one further. It turns out the reason I was getting a different result is because I was in creative mode at the time.
It seems that attacking a neutral NPC while in creative mode will cause all neutral faction defenders to begin attacking the player. It seems this was overriding the neutral NPC's normal behaviour of not attacking a creative mode player.
Seen the whole spawning in bioams idea for npcs.
idk if this has been a idea yet or not, forgive me if so. But what if you also made it a option for things to spawn in 'custom' groups? Say I make one creature. Then add that to a list of creatures that spawn in groups? Because I saw how you were making possible for things to spawn in groups of just that creature.