• 2

    posted a message on Custom NPCs
    Quote from NinjaBoss315



    I had an idea that you could add to the To Do list possibly? I think it would be a cool idea for npcs to add a function where they can climb walls like spiders, Explode like creepers, or teleport during battle like Endermen (plus an option for neutral NPCs that if you look at them they attack.) and able to set like the teleport range, explosion damage, block damage, if it kills the NPC when he explodes or not. and so on :D


    I was thinking of a battle style where, after getting their health down to about 1/4 of the max, they will start teleporting away. If you get within the range of them while they heal, they teleport.

    The TacticalVariant system will be able to do something close to that in conjunction with our planned feature of unique navigation types, which include flying, jumping, and teleporting. Once that system is built, they'll be able to use those abilities in a unique fashion dependent on what TacticalVariant you pair it with.

    For example, jumping NPCs that are set to dodge will quickly jump in random locations around you to disrupt your aim before lunging at you from a random angle. Flying NPCs set to Surround will orbit high above you much like modern air support, and as for a teleporting NPC set to stalk, you might as well call it the Slenderman.
    Posted in: Minecraft Mods
  • 2

    posted a message on Custom NPCs
    Quote from Noppes

    Why does every model thats added need to have animation?
    - I want to keep this a quality mod, thats why. Also every model currently uses a new entities. Adding too many entities would create too many conflicts with other mods currently.


    We did however provide one new model for this update.


    Posted in: Minecraft Mods
  • 1

    posted a message on Update 1.7+ Discussion (Jeb tweeting new biomes and landforms).
    I am liking the focus on biomes for this update, and I like the new ground texture for this biome. It will be like the pine forest biome before the snow was working, which was cool.
    Posted in: Future Updates
  • 9

    posted a message on Custom NPCs
    Evening gents,

    Good news first; we have gotten the mod stabilized, and are currently in the process of fixing the remaining bugs caused by the change in resources. We have recently gotten everything compatible with the resource packs (including a new asset browser), and all we have to do now is tweak our skin loader and re-fix a couple of ill-rendered guis. I have also already implemented some of the changes mentioned earlier, such as new AI, a sound menu, and a few new quest features.

    The bad news however is that we can't give any accurate ETA on when the mod's ready for official release. Rest assured however, the chances of the release being more than a month from now like the guy above me says are absurd: we're not far behind schedule, but we're not quite polished yet either. With Noppes being in and out of contact recently, it's been difficult to coordinate our priorities as effective as we normally do. If however all goes smoothly, we may have the mod ready for release by the end of next week, but be warned that is by no means a promise.

    That is all.
    Posted in: Minecraft Mods
  • 2

    posted a message on Custom NPCs
    Quote from catbox01

    I see that the dragon model has what looks like it would work for a flight animation. How does one set them to fly? I mean, I can assign them the use of permissions, but no idea if it will use it. If there isn't a way to make them fly, can that be added in the next version?

    It will be a while before we can get that kind of flying down; Mojang hasn't really developed a perfect way for a dragon to fly in the overworld yet, so we'd have to refine that method ourselves unless they beat us to it (which they probably won't).

    There's a likely chance it may happen for the following update after this next one however, for once I finish the navigation variants, I want to allow different navigation types for NPCs, such as hovering, jumping, and teleporting.
    Posted in: Minecraft Mods
  • 1

    posted a message on Custom NPCs
    Quote from Red4orlife

    This mod is amazing! But I have 1 suggestion. You should add in a thing were you can import models that you have made in Techne.

    According to the planned feature set for the upcoming mod plugin API, it will allow you to add in your own models yourself, so we're going to wait on that before we add that feature to this.
    Posted in: Minecraft Mods
  • 1

    posted a message on Custom NPCs
    Quote from AshtonDurkhun

    ...what was wrong with the "boss" Role? I was building a map and had my Boss NPCs set as Boss... I have a sinking feeling this is going to cause me a problem...?

    Not at all; we're not publishing any unfinished changes to the boss role for this update, so no current functionality is lost
    Posted in: Minecraft Mods
  • 1

    posted a message on Custom NPCs
    Quote from Noxempires

    Did noppes finally agree with the Idea of the chain Quets? :D

    It's not his official consent, but he does know that more than enough people have been asking for it, and since I already done it for him, I'm sure he won't mind. The only reason he hasn't done it yet is because he has more important priorities to attend to, such as getting this mod stable again.

    Quote from FlaminPigz7

    So.... you're saying the boss role hasn't been worked on? :(


    It has and it hasn't, that role is not quite ready for official release yet, but it's next on my list after sounds.
    Posted in: Minecraft Mods
  • 5

    posted a message on Custom NPCs
    Evening Gents,

    Just a quick update on a couple of things I've been working on for the Custom NPC mod in Noppe's absence.

    For this next update, You will be able to give NPCs unique combat navigation patterns when attacking an enemy; so you can have NPCs that zig zag their way to you to avoid your arrows, circle around you to get on your flank, hide out of sight to ambush you when you're not looking, or retreat from a battle if the attack is not going well.

    Currently I'm still trying to get the resource packs to be compatible with the mod, but once we makes sure that works, I'll be working towards allowing NPCs to use sounds as well. this will not replace the current lines system, so it's more of an option than it is a necessity. With the new resource pack system, players will be able to add their own custom sounds for NPCs.

    I also have plans for changing the guard role so you'll be able to have NPCs target specific mobs from a list of available ones, as well as setting priorities for said mobs, so that way you can make NPCs more wise about choosing a fight. Whether this becomes included in the new update or not is undetermined.

    Lastly, I plan on adding a couple of new features to the quest system: being able to chain quests together, and allowing players to hide the quest complete dialog. Again, it is undetermined if this will be in this next update or the following one, but the former scenario has a decent chance.

    That is all.
    Posted in: Minecraft Mods
  • 2

    posted a message on Minecraft 1.6 Zombie Aggro Range
    Quote from BryGuy1

    I was able to get 1.6 running this weekend and saw what everyone had been talking about firsthand. I have to agree, the zombie apocalypse affect we now have in 1,6 is simply annoying. It makes no since at all. I don’t see Zombies as more difficult now, just very annoying in the way the game runs them.

    Now, if the game had introduced a new type of zombie, say an Apocalyptic Zombie (two heads, red, and/or glowing), then yea, a new type of avoidable mob would be interesting. This method is just silly. Agro from non-visible distances, and additional spawning out of mid-air. Doesn’t make much since. I’d think a more creative method could be used to make a certain type of zombie more dangerous. I also don’t think zombies as a whole aren’t meant to be seriously dangerous, other creative MOBs can fill that role.

    Exactly what I wanted to say, this is just ludicrous how they are ramping up minecraft's difficulty, there's no scale of difficulty in that regard, and their methods of doing so are sloppy. How are new players supposed to get a grip on minecraft now? There needs to be better control over difficulty with these recent changes.
    Posted in: Recent Updates and Snapshots
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