the idea is simple and that is sounds will attract hostile mobs and cause them to moves on to the position of the sound. this means that note blocks can be used to bait mobs into your traps, while having a creeper exploding send mobs on a march to that spot. Sounds won't scare away passive mobs because that would be a pain, nor attract them
most actions will create a sound level of 16 and under and mobs would have a sight lock on before hearing this loud enough to do something.
sound level: what ever the sound level is thats how many blocks away from that spot that hostile mobs will hear. the sound area will be like a sphere (except cubed edges)
note blocks: note blocks will make a sound level of 16 making so most luring is going to take more then one. when note blocks are placed together within the radius the sound level will raise by half of the standard amount of sound made and it will continue to spread out.
zombie moans, skeleton and spider screeches have the same value of the note block.
TNT/creepers: these are the loud ones and are helpful for attracting mobs if you want. they create a sound level of 128 and that number will increase by 96 for each TNT block in a 9x9 vicinity of the first one and 64 for the rest of it. the same applies for creepers.
Echoes: when ever you make a sound there is a maximum range of 256 blocks from your position in the same shape that sound goes by. for example: if you detonate a TNT in a cavern then the sphere shape will cover the open areas. sound will go diagonally to it's target area at a set rate. when the sound wave hits the rock though it should go 45 degrees and only lose 16 sound per block it bounced off of. if it bounces back at you it will increase the sound by 3/4 of what it originally was. if it heads down a tunnel it will keep going bouncing off of surfaces until it dies out.
absorbing surfaces: working on it
now this may seem like a pain but since mobs will be attracted to the origin of the sounds this can be used to clear mobs out of an area or lead them into traps. tell me your thoughts about this and how i might be able to improve it
I think sound needs to be a factor of gameplay in general. Mining safely 4 feet from a skeleton just because it's looking the other way is so...****in lame.
I think sound needs to be a factor of gameplay in general. Mining safely 4 feet from a skeleton just because it's looking the other way is so...****in lame.
yes, that is a common problem and the way that sound would work could be coded similar to light
I think sound needs to be a factor of gameplay in general. Mining safely 4 feet from a skeleton just because it's looking the other way is so...****in lame.
yes, that is a common problem and the way that sound would work could be coded similar to light
Exactly. And it'd give sneaking...Well, SNEAKING. xD
I think sound needs to be a factor of gameplay in general. Mining safely 4 feet from a skeleton just because it's looking the other way is so...****in lame.
yes, that is a common problem and the way that sound would work could be coded similar to light
Exactly. And it'd give sneaking...Well, SNEAKING. xD
yes, other then not falling sneaking has no purpose, i would like to incorporate echoes but that would be hard to code.
also i thought with a title like this more people would comment, oh well
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my argument is invalid, you're to stupid
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most actions will create a sound level of 16 and under and mobs would have a sight lock on before hearing this loud enough to do something.
sound level: what ever the sound level is thats how many blocks away from that spot that hostile mobs will hear. the sound area will be like a sphere (except cubed edges)
note blocks: note blocks will make a sound level of 16 making so most luring is going to take more then one. when note blocks are placed together within the radius the sound level will raise by half of the standard amount of sound made and it will continue to spread out.
zombie moans, skeleton and spider screeches have the same value of the note block.
TNT/creepers: these are the loud ones and are helpful for attracting mobs if you want. they create a sound level of 128 and that number will increase by 96 for each TNT block in a 9x9 vicinity of the first one and 64 for the rest of it. the same applies for creepers.
Echoes: when ever you make a sound there is a maximum range of 256 blocks from your position in the same shape that sound goes by. for example: if you detonate a TNT in a cavern then the sphere shape will cover the open areas. sound will go diagonally to it's target area at a set rate. when the sound wave hits the rock though it should go 45 degrees and only lose 16 sound per block it bounced off of. if it bounces back at you it will increase the sound by 3/4 of what it originally was. if it heads down a tunnel it will keep going bouncing off of surfaces until it dies out.
absorbing surfaces: working on it
now this may seem like a pain but since mobs will be attracted to the origin of the sounds this can be used to clear mobs out of an area or lead them into traps. tell me your thoughts about this and how i might be able to improve it
Incompetence is a plague. I am the cure.
For all your wolf suggestion needs, I present the WOLF MEGATHREAD!
Stories: A Miner's Chronicle, The Lost Chronicle [Entries 32-2, 33-1, and 33-2 out!]
yes, that is a common problem and the way that sound would work could be coded similar to light
Exactly. And it'd give sneaking...Well, SNEAKING. xD
Incompetence is a plague. I am the cure.
For all your wolf suggestion needs, I present the WOLF MEGATHREAD!
Stories: A Miner's Chronicle, The Lost Chronicle [Entries 32-2, 33-1, and 33-2 out!]
yes, other then not falling sneaking has no purpose, i would like to incorporate echoes but that would be hard to code.
also i thought with a title like this more people would comment, oh well