Now I don't want to sound silly, because this might have been asked before, altough recently I guess, and because it's maybe kind of obvious, is there a 1.9 version coming up for Custom NPC's?
yeah I know there will be one. ;D
Rollback Post to RevisionRollBack
my old account (coolman09876543210) is no longer active. so I've technically been a user for 2 years.
I would like to see MCEdu hire Noppes to further develop his mod !! Then the NPCs could eat those turtles.
MCEdu was bought out by microsoft and they are now developing their own edu version on the windows 10/mobile edition. So I doubt that will happens as windows 10 doesnt support mods as far as I know.
Now I don't want to sound silly, because this might have been asked before, altough recently I guess, and because it's maybe kind of obvious, is there a 1.9 version coming up for Custom NPC's?
Not yet, want to bring out a stable 1.8.9 version first.
Issue 1 Summary:
Custom NPCs cannot use models from Pokecube.
Issue:
When selecting and finalizing a model for a custom npc and this model is from Pokecube the NPC reverts back to a steve model and uses the skin from the selected model. I don't know if this is an issue with 1.8.9 custom npcs or with Pokecube models being incompatible with custom npcs.
Minecraft Version: 1.8.9
Forge: 1.8.9-11.15.1.1783
Issue 2 Summary:
If you select NPC 64x32 during model selection for an NPC the NPC losses the ability to use any model.
Issue:
After selecting NPC 64x32 and then switching to any other model the NPC does not render and must be deleted and recreated in order to have a visible model.
Minecraft Version: 1.8.9
Forge: 1.8.9-11.15.1.1783
Issue 3 Summary:
The scroll bar when selecting an entity to use as a model doesn't work; you must manually click along the scroll bar to move down or up the list.
I'd love the ability to be able to make npcs float. I use this mod along with some fantasy-esque stuff like the touhou mod, and I'd love to be able to make little fairy npcs that didn't have to be standing on the ground at all times... not to mention, flight would be great for follower npcs when you're on creative.
I'd love the ability to be able to make npcs float. I use this mod along with some fantasy-esque stuff like the touhou mod, and I'd love to be able to make little fairy npcs that didn't have to be standing on the ground at all times... not to mention, flight would be great for follower npcs when you're on creative.
Flying npcs are already a thing in minecraft 1.8 and above. check the AI tab -> movement.
Is the npc can use vehicles? (like boat, minecart, flans mod vehicles, etc)
NPC's can be forced into a vehicle, but they don't have the AI to be able to control them, so they will simply idle.
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.
how to force npc to vehicles? is there is a option?
Most mobs can be pushed into a minecart or boats, NPC's behave the same.
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.
I think that might be something that should be added. Can NPCs currently control horses, or is that practically the same feature as far as coding?
NPC's cannot control horses no.
I wouldn't know for sure about it being the same thing code wise, as I don't code, but I'd assume it's different.
IIRC there's a new vanilla mob variant that is something riding a horse? Or am I completely out of it and wrong? That could of been something else. Either way, no regular mob can control boats, and not even players can control mine-carts. Depending on how Noppes does code though, I think the Baby Zombie Jockey (riding a chicken) may provide something that could be re-purposed to work for NPC's and their mounts.
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.
I got a problem with the Custom Npc Model selection. I remember a reply 2 years ago claiming that you had to make a mod in order to import your model to be used in Custom Npcs. So i made a test model in techne (With the parts necessarily named) then loaded MC Creator and made a mob that simply walks around and doesnt spawn anywhere. So i attempt to load it in Custom Npcs and when i finish in the model selection, It turns back into the CustomNpc Model. Now currently i am working on a tank model since flans mod models wont work with custom npcs so that i could solve the issue of the Overpowered Soldiers with fancy miniguns destroying 300 AK47 Red Soldiers.
Also what is the script for a Npc to die? I kinda want to create some sort of parasite that dies then creates a Sort of Parasitic Mind-Controlled Creature that if killed will create another parasite till the parasite is dead. Anddd Is there a way to make a Command be delayed for a specific amount of seconds? Example: I want Alien Baby to die after around 200 seconds and then it will execute a world.clone.npc command to create a Adult Alien that will execute a world.clone of baby aliens five times to simulate Reproduction.
Can someone please show me an example of how to change a npc's Animation by interacting with it in script c(:
i'm on 1.8.9
I was familiarizing myself with the new script stuff a little while ago and did this to test it all out (I'm a little sick right now so I hope this is the right one and it works )
var cc=0;
function interact(event) {
event.npc.ai.setAnimation(cc);
event.npc.say(cc);
var sw = event.npc.ai.currentAnimation;
switch (sw) {
case 0:
event.npc.say("NORMAL");
break;
case 1:
event.npc.say("SITTING");
break;
case 2:
event.npc.say("LYING");
break
case 3:
event.npc.say("HUGGING");
break;
case 4:
event.npc.say("SNEAKING");
break;
case 5:
event.npc.say("DANCING");
break;
case 6:
event.npc.say("AIMING");
break
case 7:
event.npc.say("CRAWLING");
break;
case 8:
event.npc.say("HUG");
break;
case 9:
event.npc.say("CRY");
break
case 10:
event.npc.say(" WAVING");
break;
case 11:
event.npc.say(" BOW");
break
case 12:
event.npc.say(" NO");
break
case 13:
event.npc.say(" YES");
break;
}
cc++;
if (cc == 14) {
cc=0;
}
}
Also what is the script for a Npc to die? I kinda want to create some sort of parasite that dies then creates a Sort of Parasitic Mind-Controlled Creature that if killed will create another parasite till the parasite is dead. Anddd Is there a way to make a Command be delayed for a specific amount of seconds? Example: I want Alien Baby to die after around 200 seconds and then it will execute a world.clone.npc command to create a Adult Alien that will execute a world.clone of baby aliens five times to simulate Reproduction.
interesting -- I like the parasite thing -- will think about this. Meanwhile read the API
yeah I know there will be one. ;D
my old account (coolman09876543210) is no longer active. so I've technically been a user for 2 years.
MCEdu was bought out by microsoft and they are now developing their own edu version on the windows 10/mobile edition. So I doubt that will happens as windows 10 doesnt support mods as far as I know.
Not yet, want to bring out a stable 1.8.9 version first.
It still does?
Want to support me? Become one of my patrons:
how to make npc build a thing? i has set Role to builder, the npc still not build a thing
Minecraft Version: 1.8.9
Forge: 1.8.9-11.15.1.1783
Issue 1 Summary:
Custom NPCs cannot use models from Pokecube.
Issue:
When selecting and finalizing a model for a custom npc and this model is from Pokecube the NPC reverts back to a steve model and uses the skin from the selected model. I don't know if this is an issue with 1.8.9 custom npcs or with Pokecube models being incompatible with custom npcs.
Minecraft Version: 1.8.9
Forge: 1.8.9-11.15.1.1783
Issue 2 Summary:
If you select NPC 64x32 during model selection for an NPC the NPC losses the ability to use any model.
Issue:
After selecting NPC 64x32 and then switching to any other model the NPC does not render and must be deleted and recreated in order to have a visible model.
Minecraft Version: 1.8.9
Forge: 1.8.9-11.15.1.1783
Issue 3 Summary:
The scroll bar when selecting an entity to use as a model doesn't work; you must manually click along the scroll bar to move down or up the list.
There has to be a builder block nearby. Options are accessed by right clicking the block with the npc wand.
I'd love the ability to be able to make npcs float. I use this mod along with some fantasy-esque stuff like the touhou mod, and I'd love to be able to make little fairy npcs that didn't have to be standing on the ground at all times... not to mention, flight would be great for follower npcs when you're on creative.
Flying npcs are already a thing in minecraft 1.8 and above. check the AI tab -> movement.
Is the npc can use vehicles? (like boat, minecart, flans mod vehicles, etc)
NPC's can be forced into a vehicle, but they don't have the AI to be able to control them, so they will simply idle.
how to force npc to vehicles? is there is a option?
Most mobs can be pushed into a minecart or boats, NPC's behave the same.
I think that might be something that should be added. Can NPCs currently control horses, or is that practically the same feature as far as coding?
NPC's cannot control horses no.
I wouldn't know for sure about it being the same thing code wise, as I don't code, but I'd assume it's different.
IIRC there's a new vanilla mob variant that is something riding a horse? Or am I completely out of it and wrong? That could of been something else. Either way, no regular mob can control boats, and not even players can control mine-carts. Depending on how Noppes does code though, I think the Baby Zombie Jockey (riding a chicken) may provide something that could be re-purposed to work for NPC's and their mounts.
I got a problem with the Custom Npc Model selection. I remember a reply 2 years ago claiming that you had to make a mod in order to import your model to be used in Custom Npcs. So i made a test model in techne (With the parts necessarily named) then loaded MC Creator and made a mob that simply walks around and doesnt spawn anywhere. So i attempt to load it in Custom Npcs and when i finish in the model selection, It turns back into the CustomNpc Model. Now currently i am working on a tank model since flans mod models wont work with custom npcs so that i could solve the issue of the Overpowered Soldiers with fancy miniguns destroying 300 AK47 Red Soldiers.
Also what is the script for a Npc to die? I kinda want to create some sort of parasite that dies then creates a Sort of Parasitic Mind-Controlled Creature that if killed will create another parasite till the parasite is dead. Anddd Is there a way to make a Command be delayed for a specific amount of seconds? Example: I want Alien Baby to die after around 200 seconds and then it will execute a world.clone.npc command to create a Adult Alien that will execute a world.clone of baby aliens five times to simulate Reproduction.
that would be fun lol
Visit my youtube channel? http://www.youtube.com/user/TheCoolgatty
Can someone please show me an example of how to change a npc's Animation by interacting with it in script c(:
i'm on 1.8.9
I am Panda-San.
Ignore my Brother, Bird-Hime
when i try to ad my own skin to the custom npc folder they dont show up in game when i try to pick them.
im on 1.8.9
I was familiarizing myself with the new script stuff a little while ago and did this to test it all out (I'm a little sick right now so I hope this is the right one and it works )
interesting -- I like the parasite thing -- will think about this. Meanwhile read the API