How do you make a nice stand as still as a statue, no movement?
To make an NPC stand perfectly still, there are two simple steps to follow.
First, right click the NPC with the wand, and on that first tab, there is a "has living animation" button. Just press it and idle animation will be turned off.
Second, go to the AI tab, to movement, and press the "rotation" button until it says "manual". They will no longer look around.
If you want to, you can also turn "stop on interact" off so they won't look at you when you right click them.
I wonder if there's a way to make ranged npcs see through walls.. They'll only rush properly if they are set to "must see target". This doesnt apply to a invasion to a super-large walled city with melee units pushing the ranged units out.... till they die, and the ranged units are like 3 blocks away from the entrance. there's about 300-800 citizens in the city however they're in a reachable sector. Problem is the ranged units sorta....... cant see them through all those walls.
(Using 1.7.10)
P.S glad that my Ranged units can actually rush right now..The Orc Problem will finally be solved
If you want to use it for a modpack, include a link to this thread
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I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
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my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
I Love this mod. BUT I have one question. Is there a way to control npcs?
There are movement and other controls under the AI tab and in the Advanced tab there are different jobs and roles you can give them. For more complex control you can use the javascript in the script interface.
Hey, noppes, i am using your mod customNPCs and having a problem... when i try to load clones data to, for example, Natural Spawn, job Spawner, they just don`t work. I keep selecting them and it goes back to ''select NPC''. Then i tried spawn command, and it says ''Could not find clone file.''
Could you help me somehow? I`m using minecraft 1.7.10, customNpcs version d.
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Does anyone know of an alternative to Damage Indicator? Combined with CNPC it makes the world go....wonky...for the lack of a better term. (picture attached) I tried searching but every keyword I use just brings up Damage Indicator. ^^;
Does anyone know of an alternative to Damage Indicator? Combined with CNPC it makes the world go....wonky...for the lack of a better term. (picture attached) I tried searching but every keyword I use just brings up Damage Indicator. ^^;
Its a bug on their part. Ive noticed if you hide the npcs name in the display menu that it doesnt happen though.
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Well from what I just learned:
try something like (this will basically tp the npc to the home location if its too far/or can't nav. back with it just set at return to start in the AI)
if (target.name == "LongtimeTie") {
npc.setPosition(npc.getHomeX(),getHomeY(),getHomeZ());
}
[not tested no guarantee]
Would this go under the kills tab? and it's not seeming to work how about a way to give the entity 20 health upon killing the player?
Still wondering why Techne models turned into a mob with Mcreator then Loading that said Model with customnpcs turns the model to the normal customnpc model..(Using 1.7.10)
The Meaning of Life, the Universe, and Everything.
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I've been having some issues with the copy and builder blocks. It dosn't seem the copy block wants to recognize a number of even basic blocks like Dark Oak logs and birch doors and chests. (pictures attached) I'm using the 1.8 build.
In the 1,8 version, when I use url to set skins for NPCs, the NPCs will be missing both their left arm and left leg. Is this a known bug?
There's the possibility that the skin you are trying to link onto the NPC is the wrong format. Generally the whole NPC will look weird in that case, could you provide a screenshot? (In a spoiler tag, or linked to an offsite host like imgur)
Just so you know 1.8.9 forge is out now so will we be expecting a release for it?
The current beta version is for 1.8.8, so it would be a reasonable assumption to say if it isn't finished before 1.9 forge released, 1.8.9 will probably be skipped.
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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.
That would a serious misjudgment. To keep a mod popular AND compatible with other popular mods, it is best to get all of them on the same Minecraft version. A lot of popular mods have already set out to upgrading to MC 1.8.9, because it is the newest 1.8 version. This is the reason why most 1.7.2 mods died, while mods that did not skip 1.7.10, gained in popularity.
Even as 1.9 becomes more popular for modding, it would be wise to maintain a stable release for 1.8.9 (and 1.7.10) for some time.
Besides this, I have heard that upgrading from 1.8.8 to 1.8.9 is barely an effort.
So what I am really saying is, upgrading to MC 1.9 is good, but please do not skip 1.8.9.
I never said it wouldn't, thats Sir Noppes' decision, I merely put forward an idea based on 1.8.1 to 1.8.7. Only bug fixes and security improvements were made there, 1.8.9 too if I recall correctly. I'd personally avoid a possible hassle of updating for a single version based on bug fixes by skipping it in favour of the update with new content thats straight after it.
I am aware that 1.8.8 - 1.8.9 probably wouldn't be that difficult at all; my volunteer bug reporting has found very few small bugs and no big ones for 1.8 - 1.8.8. A big mod however still takes time to update, based on past comments from Noppes, he'd prefer not to spend time on un-fun/boring stuff as modding is a hobby (in response to people asking for past versions to be updated with new features). Yet then for all I know this might be a perfectly fine thing to do in Noppes' eye's.
I respect your viewpoint though. I think it was in 1.6.4 when a type of server stopped development, so a lot of mods held up a stable release there, Custom NPC's included. I'd call that version a benchmark of sorts, of which if happened again I'd expect authors to hold a stable release for a time. Either that, or the majority of the community asks for a specific release.
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.
Also, can we have self replicating/clonning/reproducing npcs, or make builders build "memoriced buildings"?
On the las part I mean building their allowed buildings instead of using a block, just for making npc setlements. nothing more
How do you make a nice stand as still as a statue, no movement?
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If you're talking to me quote me so I know why you're talking to me.
To make an NPC stand perfectly still, there are two simple steps to follow.
First, right click the NPC with the wand, and on that first tab, there is a "has living animation" button. Just press it and idle animation will be turned off.
Second, go to the AI tab, to movement, and press the "rotation" button until it says "manual". They will no longer look around.
If you want to, you can also turn "stop on interact" off so they won't look at you when you right click them.
I
Love this mod. BUT I have one question. Is there a way to control npcs?I wonder if there's a way to make ranged npcs see through walls.. They'll only rush properly if they are set to "must see target". This doesnt apply to a invasion to a super-large walled city with melee units pushing the ranged units out.... till they die, and the ranged units are like 3 blocks away from the entrance. there's about 300-800 citizens in the city however they're in a reachable sector. Problem is the ranged units sorta....... cant see them through all those walls.
(Using 1.7.10)
P.S glad that my Ranged units can actually rush right now..The Orc Problem will finally be solved
Can i put this on my modpack named Fall?
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
http://en.wikipedia.org/wiki/Oden so what I'm soup? Fish soup?
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
OHHH U FELL FOR IT! OOOOOHHH
There are movement and other controls under the AI tab and in the Advanced tab there are different jobs and roles you can give them. For more complex control you can use the javascript in the script interface.
Hey, noppes, i am using your mod customNPCs and having a problem... when i try to load clones data to, for example, Natural Spawn, job Spawner, they just don`t work. I keep selecting them and it goes back to ''select NPC''. Then i tried spawn command, and it says ''Could not find clone file.''
Could you help me somehow? I`m using minecraft 1.7.10, customNpcs version d.
Does anyone know of an alternative to Damage Indicator? Combined with CNPC it makes the world go....wonky...for the lack of a better term. (picture attached) I tried searching but every keyword I use just brings up Damage Indicator. ^^;
If Morph, Looking Glass, and Smart Moving are mods, yes I'm sure. Cuse I dont have them. >w>
I uninstalled everything and only had CNPC and Damage Indicator and it was still happening. But each on their own didn't cause it.
Its a bug on their part. Ive noticed if you hide the npcs name in the display menu that it doesnt happen though.
Want to support me? Become one of my patrons:
That worked! Thank you thank you thank you!
And thank you for making this mod! Its one of my very favorites.
Would this go under the kills tab? and it's not seeming to work how about a way to give the entity 20 health upon killing the player?
Yes the kills tab - and why didn't you correct my mistakes??
if (target.name == "LongtimeTie") {
npc.setPosition(npc.getHomeX(),npc.getHomeY(),npc.getHomeZ());
}
for the health change the 2nd line to something like
npc.setHealth(npc.getHealth()+20);
Thanks :DD
Still wondering why Techne models turned into a mob with Mcreator then Loading that said Model with customnpcs turns the model to the normal customnpc model..(Using 1.7.10)
I've been having some issues with the copy and builder blocks. It dosn't seem the copy block wants to recognize a number of even basic blocks like Dark Oak logs and birch doors and chests. (pictures attached) I'm using the 1.8 build.
There's the possibility that the skin you are trying to link onto the NPC is the wrong format. Generally the whole NPC will look weird in that case, could you provide a screenshot? (In a spoiler tag, or linked to an offsite host like imgur)
The current beta version is for 1.8.8, so it would be a reasonable assumption to say if it isn't finished before 1.9 forge released, 1.8.9 will probably be skipped.
I never said it wouldn't, thats Sir Noppes' decision, I merely put forward an idea based on 1.8.1 to 1.8.7. Only bug fixes and security improvements were made there, 1.8.9 too if I recall correctly. I'd personally avoid a possible hassle of updating for a single version based on bug fixes by skipping it in favour of the update with new content thats straight after it.
I am aware that 1.8.8 - 1.8.9 probably wouldn't be that difficult at all; my volunteer bug reporting has found very few small bugs and no big ones for 1.8 - 1.8.8. A big mod however still takes time to update, based on past comments from Noppes, he'd prefer not to spend time on un-fun/boring stuff as modding is a hobby (in response to people asking for past versions to be updated with new features). Yet then for all I know this might be a perfectly fine thing to do in Noppes' eye's.
I respect your viewpoint though. I think it was in 1.6.4 when a type of server stopped development, so a lot of mods held up a stable release there, Custom NPC's included. I'd call that version a benchmark of sorts, of which if happened again I'd expect authors to hold a stable release for a time. Either that, or the majority of the community asks for a specific release.