This is an idea for a useful new summonable entity, simply called 'player' that will allow mobs to interact with it without a real player's input.
A blank, standard no AI 'player' would be summoned and all mobs would react to it as they would to a real player (spawning if it's in the vicinity, attacking it, looking at it like passive mobs, running away). Potion effects can be given, and all usual commands to entities would apply to it.
Passive mobs will follow it if it's holding wheat/seeds/carrot in its hand, as it's to emulate exactly how mobs behave towards a real player.
Obtaining
It'll only be accessible via command - /summon Player
Behaviour
By default it'll have no AI, and simply stand there similar to armour stands. However some basic AI could be implemented. Even so it wouldn't place nor break blocks, nor access containers.
Run from hostile mobs =1
Chase passive mobs =2
Wander =3
Pace =4
Attack =5(I haven't thought this one through much, but the code for skeletons and zombies could be applied and tweaked so it shoots at hostile mobs, and inflict damage up close
The syntax would look something like this /summon Player {AI:1} where the number is the different behaviour type. So long as they don't clash multiple behaviour types could be added.
It would be able to hold items allowing it to attract passive mobs, or attack if its a bow. Unlike zombies and skeletons the damage of any weapon its holding will be applied.
Options
Knockback from projectiles and explosions (on=1, off=0)
Damage (on=1, off=0)
Affected by gravity (on=1, off=0)
/summon Player {Knockback:1}
Appearance
As this entity is to be used as a tool, not a mob that you as a proper player would interact with, an appearance isn't really necessary for it. It should be simply utilitarian and not distracting. Something as plain as this would do as it'd be most effective invisible anyway.
However it'd also be possible to add custom heads and armour to it, so it fits in with adventure map themes. Thanks to Bloodyghost9 for this idea
[quote]The syntax could be /summon player {SkinOwner:Notch}. To use mob skins such as zombie, skeleton, etc you could say /summon player {SkinOwner:mob.skeleton} or something similar. Also, if you wanted the player to have health and be able to die, you could say /summon player {Invincible:0, Health:20} which would be 10 hearts (20 half hearts)
This will allow map makers a lot of new potential with storytelling and triggered events.
How it differs from Armour Stands
Armour stands are available in survival, items and armour can be placed on them by hand, they don't have any skin and they require command blocks and /tp commands to emulate movement.
The 'player' in a way is a more advanced version of them; they can move like a regular mob, have skins applied and probably won't be used to store your armour (as it'd look like a guard rather than an armour stand)
Breaking/ placing blocks
Idea in progress...
Potential uses
Battle scenario where you want skeletons to shoot on command - Summon a 'player' in front of each one, and they'll begin shooting at it. Add invisibility to make it look more authentic
Server minigames - Tons of potential from helpers to class selectors without having to use signs or immobile mobs, upgradeable companion in PVP, hireable mercenaries in survival
Zombie attractor - Have zombies focus and follow something that won't die (unlike villagers) and doesn't have to be contained in safety
Adventure map characters - Pacing guards on their rounds (pace behaviour), townspeople (wandering behaviour), hireable mercenary (fighting behaviour)
Mob grinder - Test the effectiveness of a mob grinder for hours while you do other stuff in your world
Music disc generator - Test skeleton and creeper music disc traps more effectively by having a 'player' attract them via pistons
Farms using the Wither - Summon one behind the blocks you want the wither to break, and it'll try to attack it.
Sci-fi laser gate - Guardians will target and attack invisible 'players' and with summoning you can have the laser beams move
Youtube tutorials/ showcases - Show a feature without having to rush from the input to the output (especially if its far away) with a 'player' summoned at the coordinates and interacting with redstone
Building time-lapse recorder - If you don't want to buy a second account for recording a building time-lapse, you could set a 'player' to record it instead, using the recording mod
Mod testing - Test mod items and blocks where you can see the effects better
Mod mob testing - Test mob behaviour from a bird eye view (or any other angle) for testing
Holy piggy shrine - Have your mobs gaze adoringly at a golden pig idol (invisible 'player' in front of it
Support. This would be great for mapmaking. Similar to player heads, you should be able to use a player name to assign the skin.
EDIT:The syntax could be /summon player {SkinOwner:Notch}. To use mob skins such as zombie, skeleton, etc you could say /summon player {SkinOwner:mob.skeleton} or something similar. Also, if you wanted the player to have health and be able to die, you could say /summon player {Invincible:0, Health:20} which would be 10 hearts (20 half hearts)
Well, the another thread has been suggested before, but it's a month dead, and this is a bit more organized and detailed.
Full Support
Rollback Post to RevisionRollBack
My Avatar is a Dalek, therefor your argument is... EXTERMINATED!!!
You know who can tell me something I already know? Me. All the time. I'm really good at telling me stuff I already know. I don't need help in that department. I don't know about others, but I can't imagine I'm alone here.
I think this is cool. I like how you can add different looks to it. I think the default should be Steve. Also, how would you add the custom looks?
Half support.
You'd be able to add player heads to it, and perhaps even skins. If that couldn't work then armour could be added.
They'd be given with commands (the same as with zombies and skeletons).
Hmmm... That's a good idea! but maybe you can have the option to place blocks to replace it or something, or maybe use the command to give this affect to specific mobs in the area
Man, this could have a lot of potential. Although I think the code for programming should be tweaked slightly.
First of all, for ease of use, you would right-click the player to add custom AI.
Second, each AI would come into play when certain parameters are met (for example, if there is a creeper within a radius of 5 blocks, the player mob could run away). This would allow for more complicated player AIs.
Third, there should be another option, allowing the player mob certain abilities of creative, like flying, access to every item, or instantly breaking blocks.
Fourth, and final: a leading AI should be added, so that if someone wants the player to lead several mobs to a certain place or even lead people, in the case of adventure maps, then they could do that.
I support this. It doesn't seem like it wouldn't belong in the game, and can make for very elaborate and intricate adventure maps.
Rollback Post to RevisionRollBack
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Man, this could have a lot of potential. Although I think the code for programming should be tweaked slightly.
First of all, for ease of use, you would right-click the player to add custom AI.
Second, each AI would come into play when certain parameters are met (for example, if there is a creeper within a radius of 5 blocks, the player mob could run away). This would allow for more complicated player AIs.Sounds cool! Also the detection radius should be adjustable. I'll add this to the OP
Third, there should be another option, allowing the player mob certain abilities of creative, like flying, access to every item, or instantly breaking blocks.I think this could work if handled right; what isn't needed is a way to mess up areas you don't want touched. Perhaps similar to the /fill command a new once would be made /mine ~ ~ ~ ~ ~ ~
Fourth, and final: a leading AI should be added, so that if someone wants the player to lead several mobs to a certain place or even lead people, in the case of adventure maps, then they could do that.Again good idea!
I support this. It doesn't seem like it wouldn't belong in the game, and can make for very elaborate and intricate adventure maps.
Quote from AlexanderAngeloGiron»
Maybe it should have both the old and new Steve skin and the Alex skin, also, SUPPORT By default, no, but optional, certainly. That at least is my opinion, after all it's a utility tool first, then a mob
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For adventure maps of all kinds, this is perfect. Support, support, a thousand times, support! But I agree with you that this is a command-accessible only mob.
For adventure maps of all kinds, this is perfect. Support, support, a thousand times, support! But I agree with you that this is a command-accessible only mob.
A blank, standard no AI 'player' would be summoned and all mobs would react to it as they would to a real player (spawning if it's in the vicinity, attacking it, looking at it like passive mobs, running away). Potion effects can be given, and all usual commands to entities would apply to it.
Passive mobs will follow it if it's holding wheat/seeds/carrot in its hand, as it's to emulate exactly how mobs behave towards a real player.
Obtaining
It'll only be accessible via command - /summon Player
Behaviour
By default it'll have no AI, and simply stand there similar to armour stands. However some basic AI could be implemented. Even so it wouldn't place nor break blocks, nor access containers.
It would be able to hold items allowing it to attract passive mobs, or attack if its a bow. Unlike zombies and skeletons the damage of any weapon its holding will be applied.
Options
Appearance
As this entity is to be used as a tool, not a mob that you as a proper player would interact with, an appearance isn't really necessary for it. It should be simply utilitarian and not distracting. Something as plain as this would do as it'd be most effective invisible anyway.
However it'd also be possible to add custom heads and armour to it, so it fits in with adventure map themes. Thanks to Bloodyghost9 for this idea
[quote]The syntax could be /summon player {SkinOwner:Notch}. To use mob skins such as zombie, skeleton, etc you could say /summon player {SkinOwner:mob.skeleton} or something similar. Also, if you wanted the player to have health and be able to die, you could say /summon player {Invincible:0, Health:20} which would be 10 hearts (20 half hearts)
This will allow map makers a lot of new potential with storytelling and triggered events.
How it differs from Armour Stands
Armour stands are available in survival, items and armour can be placed on them by hand, they don't have any skin and they require command blocks and /tp commands to emulate movement.
The 'player' in a way is a more advanced version of them; they can move like a regular mob, have skins applied and probably won't be used to store your armour (as it'd look like a guard rather than an armour stand)
Breaking/ placing blocks
Idea in progress...
Potential uses
Half support.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
EDIT:The syntax could be /summon player {SkinOwner:Notch}. To use mob skins such as zombie, skeleton, etc you could say /summon player {SkinOwner:mob.skeleton} or something similar. Also, if you wanted the player to have health and be able to die, you could say /summon player {Invincible:0, Health:20} which would be 10 hearts (20 half hearts)
i do support however cause it would be good to have something other then monsters attack you in maps
Yes. cause I totally spread gold bars on my toast...
Full Support
~yoshi9048
My best suggestion:
Mobs actually being varied???
You'd be able to add player heads to it, and perhaps even skins. If that couldn't work then armour could be added.
They'd be given with commands (the same as with zombies and skeletons).
First of all, for ease of use, you would right-click the player to add custom AI.
Second, each AI would come into play when certain parameters are met (for example, if there is a creeper within a radius of 5 blocks, the player mob could run away). This would allow for more complicated player AIs.
Third, there should be another option, allowing the player mob certain abilities of creative, like flying, access to every item, or instantly breaking blocks.
Fourth, and final: a leading AI should be added, so that if someone wants the player to lead several mobs to a certain place or even lead people, in the case of adventure maps, then they could do that.
I support this. It doesn't seem like it wouldn't belong in the game, and can make for very elaborate and intricate adventure maps.
Minecraft YouTubers need to play with their fans, not for them. Click here to see why, and on the banner to see how.
YouTubers aren't the only people affecting YouTube, though. Commenters (that's right, you) make a big difference, too. Click here to see how you can make the comments section constructive (for perhaps the first time in forever).
Not exactly.
Minecraft YouTubers need to play with their fans, not for them. Click here to see why, and on the banner to see how.
YouTubers aren't the only people affecting YouTube, though. Commenters (that's right, you) make a big difference, too. Click here to see how you can make the comments section constructive (for perhaps the first time in forever).
一切是真棒!
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Thanks and yep, command/ creative only