How would I freeze an NPC in place, and make it so it has no movement animations?
I thought the feature "Has Living Animation" would accomplish this (or at least, would remove the movements), but it doesn't seem to do anything.
EDIT: While I'm here... is there a script command to spawn an NPC?
Has no living animation should remove the 'breathing effect'. To make it stop moving around go the the movement options and set the rotation to manual.
You can spawn server sided clones with world.spawnClone(x,y,z,tab,clonename)
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Have a quick idea if this is possible.
Could you add an item that could be used by mapmakers that would make it possible to create an NPC then turn it into a spawn egg of some kind so they could be given out for things like a portable shop or bank they could carry around or buy and place at their base?
Could you add an item that could be used by mapmakers that would make it possible to create an NPC then turn it into a spawn egg of some kind so they could be given out for things like a portable shop or bank they could carry around or buy and place at their base?
Yes actually I already made this for the next update. Its a soul stone and can be used to store npcs
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Attempting to declare variables in the Init section, so I can use them in other sections.
Example:
int variableOne = 0;
This returns the error "identifier is a reserved word". Can I not declare variables, or am I doing it wrong?
Im no javascript expert, but Im pretty sure it only uses var. You cant use int. Also yes you are doing it wrong you can use variables like that accros the other scripts. You have to store the variable and get it again with npc.setTempData and setStoreData. If you are using and int dont forget to var i = parseInt(npc.getTempData("VariableOne"));
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Ok, so one last thing then. I have noticed peculiar interactions between your mod and certain others. It is not a bug on your part whatsoever, but in your next update can you code your npcs in a way so that they cannot be captured by other mobs items? safari net from mfr or the lasso from extra utilities comes to top of mind?
I believe with the EU lasso it just simply check for passive mobs only to determine their capture ability.
Ok, so one last thing then. I have noticed peculiar interactions between your mod and certain others. It is not a bug on your part whatsoever, but in your next update can you code your npcs in a way so that they cannot be captured by other mobs items? safari net from mfr or the lasso from extra utilities comes to top of mind?
I believe with the EU lasso it just simply check for passive mobs only to determine their capture ability.
Nope I cant prevent that Im afraid
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Okay I was trying to create variables with Java and not Javascript; var is working for declaration of variables. However, I cannot seem to get variables to cross between scripts.
I used the following:
Init Script:
var variableOne = 0; //if I don't include this, I get an error saying "variableOne is not defined" when I use it below
npc.setTempData(variableOne,0);
Interact Script:
var x = npc.getTempData(variableOne);
With this code, I get an error in the interact script saying "variableOne is not defined".
Okay I was trying to create variables with Java and not Javascript; var is working for declaration of variables. However, I cannot seem to get variables to cross between scripts.
I used the following:
Init Script:
var variableOne = 0; //if I don't include this, I get an error saying "variableOne is not defined" when I use it below
npc.setTempData(variableOne,0);
Interact Script:
var x = npc.getTempData(variableOne);
With this code, I get an error in the interact script saying "variableOne is not defined".
Did you read the api? setTempData and getTempData use a string as key. Remove the var variableOne and make a string out of the other two.
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Hello sir Noppes, I was wondering, with the Soul Stones can you implement a setting so we can designate whether or not an npc can be captured with a soul stone and have it default to no? that way by default random players cant just pick up any old npc and move them? But for quests they can capture certain spawned npcs (say a fairy) and bring them back.
Also is there any progress on the following 2 things - Hovering/flying ai and the ability to make custom NPC pokemon trainers you can battle? Not satisfied with pixelmon's skin system or their trainers and my cries fall on deaf ears lol.
Hello sir Noppes, I was wondering, with the Soul Stones can you implement a setting so we can designate whether or not an npc can be captured with a soul stone and have it default to no? that way by default random players cant just pick up any old npc and move them? But for quests they can capture certain spawned npcs (say a fairy) and bring them back.
Also is there any progress on the following 2 things - Hovering/flying ai and the ability to make custom NPC pokemon trainers you can battle? Not satisfied with pixelmon's skin system or their trainers and my cries fall on deaf ears lol.
Only opped players can use soul stones to capture any entity. Normal players will only be able to use soulstone on companion npcs or animals and the animals part can be disabled in the config.
Hovering/flying ai no progress. Im waiting for 1.8 to come out to see if I can repurpose the new fish swimming ai to work outside of water as well.
Well it is very experimental and very untested, but npcs can start pokemon battles. The way it works is clone a pixelmontrainer, create and npc with the spawner job and set the cloned pixelmontrainer in its first slot. Next set the npc to an aggressive faction and set the npc to do nothing on attack. This should make it start pixelmon battles with anyone it sees in survival. I have asked serveral people to test and give me feedback, but I never got any.
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will there ever be horse-ish mounts for npcs?((cant find my other post))
or shields easier to use for players?
With the mounter tool you can mount npcs on horses for now. I do plan to make a proper mount job in the future where the npc will be able to mount another entity and spawn with it and dismount when fighting and stuff like that.
Whats hard about using the shield? You hold it and you block with it. It couldnt be easier to use. If you have ideas to improve it though let me know, because 'make it easier to use' is not very constructive or useful.
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sry abt tht, i remember in mods such as asgard shield etc, had shields such thay right clicking with any melee weapon brought the shield up to block, much more convenient in a fight than manually switching to it, just my thought
sry abt tht, i remember in mods such as asgard shield etc, had shields such thay right clicking with any melee weapon brought the shield up to block, much more convenient in a fight than manually switching to it, just my thought
That would be a possiblity, but do they equip it somehwere or something or does it happen if they have one in their inventory
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Noppes, I've found a bug in the Lines tab. I have zombies in my map that i've made, and I want them to make random sounds at random. Thats where the lines tab comes in. Unfortunately, (unlike the previous versions) I have to now give the zombies WRITTEN dialogue also for them to talk. If i put in the sound that i just want to use, it deletes the link to the sound as soon as it sees no written dialogue in the window on the right.
I kinda don't want to have to write written dialoge for every zombie, as I think it'l break lore (as zombies don't talk). But just play the sounds at random.
And IF possible, can you fix this bug and put it up on the web for 1.7.10. You might just be waiting to release the 1.8 update, but it would be MUCH appreciated if this bug was fixed for 1.7.10. Thanks:)
Yes, like in the Global Recipes tab. When I make them, do they save globally or to the world? If they save globally, is there a way to save them to the world specifically? And if so, how?
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(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
i'm doing a survival thing and i needed it
http://www.youtube.com/watch?v=eFw0V2lhgfU
Here
Has no living animation should remove the 'breathing effect'. To make it stop moving around go the the movement options and set the rotation to manual.
You can spawn server sided clones with world.spawnClone(x,y,z,tab,clonename)
Want to support me? Become one of my patrons:
Could you add an item that could be used by mapmakers that would make it possible to create an NPC then turn it into a spawn egg of some kind so they could be given out for things like a portable shop or bank they could carry around or buy and place at their base?
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Yes actually I already made this for the next update. Its a soul stone and can be used to store npcs
Want to support me? Become one of my patrons:
Attempting to declare variables in the Init section, so I can use them in other sections.
Example:
This returns the error "identifier is a reserved word". Can I not declare variables, or am I doing it wrong?
Im no javascript expert, but Im pretty sure it only uses var. You cant use int. Also yes you are doing it wrong you can use variables like that accros the other scripts. You have to store the variable and get it again with npc.setTempData and setStoreData. If you are using and int dont forget to var i = parseInt(npc.getTempData("VariableOne"));
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I believe with the EU lasso it just simply check for passive mobs only to determine their capture ability.
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Nope I cant prevent that Im afraid
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I used the following:
With this code, I get an error in the interact script saying "variableOne is not defined".
Did you read the api? setTempData and getTempData use a string as key. Remove the var variableOne and make a string out of the other two.
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All figured out and working like I want it to now. Didn't realize the need for quotes regarding making it a string.
Thanks for all the help!
Also is there any progress on the following 2 things - Hovering/flying ai and the ability to make custom NPC pokemon trainers you can battle? Not satisfied with pixelmon's skin system or their trainers and my cries fall on deaf ears lol.
Only opped players can use soul stones to capture any entity. Normal players will only be able to use soulstone on companion npcs or animals and the animals part can be disabled in the config.
Hovering/flying ai no progress. Im waiting for 1.8 to come out to see if I can repurpose the new fish swimming ai to work outside of water as well.
Well it is very experimental and very untested, but npcs can start pokemon battles. The way it works is clone a pixelmontrainer, create and npc with the spawner job and set the cloned pixelmontrainer in its first slot. Next set the npc to an aggressive faction and set the npc to do nothing on attack. This should make it start pixelmon battles with anyone it sees in survival. I have asked serveral people to test and give me feedback, but I never got any.
Want to support me? Become one of my patrons:
will there ever be horse-ish mounts for npcs?((cant find my other post))
or shields easier to use for players?
thanks
With the mounter tool you can mount npcs on horses for now. I do plan to make a proper mount job in the future where the npc will be able to mount another entity and spawn with it and dismount when fighting and stuff like that.
Whats hard about using the shield? You hold it and you block with it. It couldnt be easier to use. If you have ideas to improve it though let me know, because 'make it easier to use' is not very constructive or useful.
Want to support me? Become one of my patrons:
That would be a possiblity, but do they equip it somehwere or something or does it happen if they have one in their inventory
Want to support me? Become one of my patrons:
Noppes, I've found a bug in the Lines tab. I have zombies in my map that i've made, and I want them to make random sounds at random. Thats where the lines tab comes in. Unfortunately, (unlike the previous versions) I have to now give the zombies WRITTEN dialogue also for them to talk. If i put in the sound that i just want to use, it deletes the link to the sound as soon as it sees no written dialogue in the window on the right.
I kinda don't want to have to write written dialoge for every zombie, as I think it'l break lore (as zombies don't talk). But just play the sounds at random.
And IF possible, can you fix this bug and put it up on the web for 1.7.10. You might just be waiting to release the 1.8 update, but it would be MUCH appreciated if this bug was fixed for 1.7.10. Thanks:)
Yes, like in the Global Recipes tab. When I make them, do they save globally or to the world? If they save globally, is there a way to save them to the world specifically? And if so, how?
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