Ok, I was confused by the download link in the 1st post, figured that is always the one to download from ;~P
I have the proper, 1.1 version, now to clarify, is the teleportation disabled? (1.0 change log said it fixed, and that it disabled, and it wasn't mentioned in the 1.1 changelog, so just making sure I have that right)
again, thank you very much for this mod, as a fan, I like the detail put into the one mob ;~)
I really love the idea that they have a chance to teleport you instead of dealing damage, although I feel that this should be an optional feature,
It is in fact an optional feature, in the config file, not "teleport true or false" but you could either reduce the teleport range or set the "Teleport Chance Percentage" to equal 0 effectively turning off the effect.
as of the 1.1.0 version however I suspect that the teleport feature has been (hopefully temporarily) removed, due, I believe, to some crashing issues.
to ALSO be able to activate them simply by hitting them.
...
I would also like to know if there's a way to "freeze" an angel so that other users couldn't activate them?
to the first, I understand the logic, but, I think for the placed statues, it would cause too much accidental activation, i.e. building around, other mobs hitting the statue, I think the point of the statues was that they are inert, unless explicitly activated, for use as decoration/trophy, and/or trap ;~)
to the second, (assuming the hitting feature was not implemented) the only way they would be activated and killed would be if activated with redstone, meaning they would have to intentionally be griefing you to kill your statues.
Now that I think about it, (specifically for custom map makers etc...) {and I do not know that this is not already the case} but it would be great if the angels did not "Activate" until they entered your field of vision. i.e. they are placed naturally in a "statue" room, and look natural as you enter the room but only as you see them, and then turn away will they chase you as angels do.
I suppose it would be give and take for say the naturally spawned angels, that generate in caves, but it could be configurable ;~)
{please take none of my suggestions as unappreciative of the work it takes, or that has gone into the mod, they are truly just some of the many random shot in the dark Ideas that pass through my head in any given moment ;~P}
paintings don't work or it dosent work with the painting selection gui
either way if u could fix that would be awsome love ur mod thou
oh and i t would be cool if they could send u to classic minecraft like the dimesion in the dalek mod u could make like a more powerful one do that
thanks
OK... so after a good bit of testing I am certain that there is something wrong with the configuration of the percentages... or the calculation...
When I had "Teleport Chance Percentage" set at 100 I took a great deal of hits from the angels in this mod, and nothing but damage. Interesting because one would think 100% would mean all hits would teleport. However when setting the percentage to something like 99999, naturally each hit teleported me away.
my thoughts are that there is a multiplier misplaced, or not present, it appears that the difference is {actual percentage} = {set percentage} * 100, so 20% would actually be "Teleport Chance Percentage" set to 2,000, and 100% would be 10,000. This is only a guess using basic approximations, 1 / (approximately) 5 hits teleports at 2000, and a sample size of maybe 100 hits ...
if someone could confirm or deny this as the case, or give what the actual scale is, for the time being, but it should probably be looked at ;~P :~) (I am using Weeping angels version 1.2.0, and CGC 1.1.1, though I suspect this was also a source of my problems in the previous 1.1 version of angels.)
OK... so after a good bit of testing I am certain that there is something wrong with the configuration of the percentages... or the calculation...
When I had "Teleport Chance Percentage" set at 100 I took a great deal of hits from the angels in this mod, and nothing but damage. Interesting because one would think 100% would mean all hits would teleport. However when setting the percentage to something like 99999, naturally each hit teleported me away.
my thoughts are that there is a multiplier misplaced, or not present, it appears that the difference is {actual percentage} = {set percentage} * 100, so 20% would actually be "Teleport Chance Percentage" set to 2,000, and 100% would be 10,000. This is only a guess using basic approximations, 1 / (approximately) 5 hits teleports at 2000, and a sample size of maybe 100 hits ...
if someone could confirm or deny this as the case, or give what the actual scale is, for the time being, but it should probably be looked at ;~P :~) (I am using Weeping angels version 1.2.0, and CGC 1.1.1, though I suspect this was also a source of my problems in the previous 1.1 version of angels.)
I will look into it. As I recall, when the angel hits something, it compares a random number to the set number. If it is less than or equal to the set number, it runs the corresponding code. You can also check the github. All the code it on there and is constantly updated. Go check it out! (In the EntityWeepingAngel class under one of the attack functions)
It appears as though the code it currently multiplying a random number by 100 and asking if that number is less than or equal to the percentage. Little odd. I will try to remember to fix tomorrow
get a random integer between 0 (inclusive) and 100 (exclusive)
if random int is less than inputted percentage, run the corresponding code https://github.com/T...r/WeepingAngels
So to someone mostly unfamiliar to mods in a non-plug-and-play format, is the Github the most updated of the published functioning version? as in it would not contain beta versions etc...
Again, (and I cant say this enough) thanks for the mod, especially with the teleporting fixed, (once I re-install) this mod adds a complex and interesting challenge when diamond mining ;~P
So to someone mostly unfamiliar to mods in a non-plug-and-play format, is the Github the most updated of the published functioning version? as in it would not contain beta versions etc...
Again, (and I cant say this enough) thanks for the mod, especially with the teleporting fixed, (once I re-install) this mod adds a complex and interesting challenge when diamond mining ;~P
Github, as I recently replied to someone in a PM, is a way for mod developers, such as myself, to share their code with other programmers in hopes of them being able to learn something new such as how to fix a bug or do x y and/or z. It is most definitely a development environment. This is not a place you would want to get downloads from (nor, in my opinion, should you be).
The most recent downloads can be found on my blog, in the mod downloads post. http://countrygamer.wordpress.com/2014/01/02/mod-downloads/
do a search in "this topic" for 'blog' and one of country Gamer's posts will say something like "the download link is in my blog" followed by a link, though I really wish that they could put the link in the main/1st/right after the 1st post for ease of access as it is kind of confusing ;~P ;~)
do a search in "this topic" for 'blog' and one of country Gamer's posts will say something like "the download link is in my blog" followed by a link, though I really wish that they could put the link in the main/1st/right after the 1st post for ease of access as it is kind of confusing ;~P ;~)
I have the proper, 1.1 version, now to clarify, is the teleportation disabled? (1.0 change log said it fixed, and that it disabled, and it wasn't mentioned in the 1.1 changelog, so just making sure I have that right)
again, thank you very much for this mod, as a fan, I like the detail put into the one mob ;~)
Watch My Let's Play of this map ;~)
It is in fact an optional feature, in the config file, not "teleport true or false" but you could either reduce the teleport range or set the "Teleport Chance Percentage" to equal 0 effectively turning off the effect.
as of the 1.1.0 version however I suspect that the teleport feature has been (hopefully temporarily) removed, due, I believe, to some crashing issues.
to the first, I understand the logic, but, I think for the placed statues, it would cause too much accidental activation, i.e. building around, other mobs hitting the statue, I think the point of the statues was that they are inert, unless explicitly activated, for use as decoration/trophy, and/or trap ;~)
to the second, (assuming the hitting feature was not implemented) the only way they would be activated and killed would be if activated with redstone, meaning they would have to intentionally be griefing you to kill your statues.
Watch My Let's Play of this map ;~)
I suppose it would be give and take for say the naturally spawned angels, that generate in caves, but it could be configurable ;~)
{please take none of my suggestions as unappreciative of the work it takes, or that has gone into the mod, they are truly just some of the many random shot in the dark Ideas that pass through my head in any given moment ;~P}
Watch My Let's Play of this map ;~)
http://countrygamer.wordpress.com/2014/01/14/cgcore-1-1-and-weeping-angels-1-2-0/
either way if u could fix that would be awsome love ur mod thou
oh and i t would be cool if they could send u to classic minecraft like the dimesion in the dalek mod u could make like a more powerful one do that
thanks
When I had "Teleport Chance Percentage" set at 100 I took a great deal of hits from the angels in this mod, and nothing but damage. Interesting because one would think 100% would mean all hits would teleport. However when setting the percentage to something like 99999, naturally each hit teleported me away.
my thoughts are that there is a multiplier misplaced, or not present, it appears that the difference is {actual percentage} = {set percentage} * 100, so 20% would actually be "Teleport Chance Percentage" set to 2,000, and 100% would be 10,000. This is only a guess using basic approximations, 1 / (approximately) 5 hits teleports at 2000, and a sample size of maybe 100 hits ...
if someone could confirm or deny this as the case, or give what the actual scale is, for the time being, but it should probably be looked at ;~P :~) (I am using Weeping angels version 1.2.0, and CGC 1.1.1, though I suspect this was also a source of my problems in the previous 1.1 version of angels.)
Watch My Let's Play of this map ;~)
I will look into it. As I recall, when the angel hits something, it compares a random number to the set number. If it is less than or equal to the set number, it runs the corresponding code. You can also check the github. All the code it on there and is constantly updated. Go check it out! (In the EntityWeepingAngel class under one of the attack functions)
get a random integer between 0 (inclusive) and 100 (exclusive)
if random int is less than inputted percentage, run the corresponding code
https://github.com/T...r/WeepingAngels
Again, (and I cant say this enough) thanks for the mod, especially with the teleporting fixed, (once I re-install) this mod adds a complex and interesting challenge when diamond mining ;~P
Watch My Let's Play of this map ;~)
Github, as I recently replied to someone in a PM, is a way for mod developers, such as myself, to share their code with other programmers in hopes of them being able to learn something new such as how to fix a bug or do x y and/or z. It is most definitely a development environment. This is not a place you would want to get downloads from (nor, in my opinion, should you be).
The most recent downloads can be found on my blog, in the mod downloads post.
http://countrygamer.wordpress.com/2014/01/02/mod-downloads/
Watch My Let's Play of this map ;~)
do a search in "this topic" for 'blog' and one of country Gamer's posts will say something like "the download link is in my blog" followed by a link, though I really wish that they could put the link in the main/1st/right after the 1st post for ease of access as it is kind of confusing ;~P ;~)
Watch My Let's Play of this map ;~)
I am sorry if they are confusing. I have the downloads on my blog because it is easier for me to send out updates due to the fact of me not being able to edit the main post. Hopefully ClayBlock will add a link to the downloads in the main post.In the mean time, here are some helpful links:
Weeping Angels Update Category: http://countrygamer.wordpress.com/category/minecraft/mods/weeping-angels/
Mod Downloads Page: http://countrygamer.wordpress.com/2014/01/02/mod-downloads/
I do