So, Chimaine, is Beta going to mainly focus on working out adding in other mobs? or will it still be smoothing out the script creating interface?
Beta will be about what script authors want in the script API and new features overall (like the promised multi-texture support, positions etc that had to be put on ice for now). And of course the dedicated forum for communication, support and script sharing.
We will hit release without having every mob available, most of them will be seperate coremods anyway.
At this point there will still be beta versions. These will most likely be closed betas, since these will be focused on bug hunting and we need reliable testers for this.
//edit: I really want to have Andr available at release myself, so at least that I can promise.
I have a little problem. The mod works but not how it's supposed to. In the version history, it says that I require a later version of Forge (9.10.1.871). I updated my forge and it didn't load but it loaded in my old Forge (9.10.0.804).
Now here's the problem. No script works. Once I install a script (Into the resources/mobTalker_script folder), it doesn't load. The game says that no script was read. Is this a compatibility problem? or am I just doing it wrong?
should the wither skeleton be sharing the scripts with regular skeleton?
same goes for regular and powered creepers, regular zombies and zombie villagers and other mobs that have more than 1 version of them within (villagers especially since they have 6 professions, though they're for the future when implemented).
Wither Skeletons won't be sharing scripts with regular Skeletons.
Charged Creepers will be sharing scripts and even the same script instance.
Zombies and Zombie Villigers will share scripts if there is only a regular Zombie script.
Villagers will probably share scripts. Not sure yet.
Wrong location. This is from the original Mob Talker.
MobTalker2's default script pack location is resourcepacks/MobTalker2_Scripts.
Well that was dumb of me. Anyway, I'm not really an "expert" at this scripting stuff. I read the wiki page on making a script but i'm still fuzzy on compiling pre-made scripts to make them script packs. Help?
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Seems I have screwed up again... I got the new alpha version, made a folder inside MobTalker2_Scripts called MobTalker2.pack, made a word document named Skeleton.script using mezzodrinker's skele script (thank youp) and it seems it says i didn't have any scripts... And idk anything bout logs and stuff like that if anyone is going to make a video to help i would be really happy cuz i don't understand this stuff. I REALLY want to use this mod! oh and if i didn't read something correct on wiki or main post just tell me i never bother to read that stuff as I never understand it.
Oh, and I don't mean to go off topic, but If those who can can come over to http://www.kickstarter.com/projects/mightyno9/mighty-no-9 and send in a pledge, it'd be mighty appreciated.
Beta will be about what script authors want in the script API and new features overall (like the promised multi-texture support, positions etc that had to be put on ice for now). And of course the dedicated forum for communication, support and script sharing.
We will hit release without having every mob available, most of them will be seperate coremods anyway.
At this point there will still be beta versions. These will most likely be closed betas, since these will be focused on bug hunting and we need reliable testers for this.
//edit: I really want to have Andr available at release myself, so at least that I can promise.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Now here's the problem. No script works. Once I install a script (Into the resources/mobTalker_script folder), it doesn't load. The game says that no script was read. Is this a compatibility problem? or am I just doing it wrong?
Wrong location. This is from the original Mob Talker.
MobTalker2's default script pack location is resourcepacks/MobTalker2_Scripts.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Wither Skeletons won't be sharing scripts with regular Skeletons.
Charged Creepers will be sharing scripts and even the same script instance.
Zombies and Zombie Villigers will share scripts if there is only a regular Zombie script.
Villagers will probably share scripts. Not sure yet.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Probably not in the near future, since he'll be away for a while.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Wrong location. This is from the original Mob Talker.
MobTalker2's default script pack location is resourcepacks/MobTalker2_Scripts.
Well that was dumb of me. Anyway, I'm not really an "expert" at this scripting stuff. I read the wiki page on making a script but i'm still fuzzy on compiling pre-made scripts to make them script packs. Help?
TALKING SWETS! YAY!
*Ahem* Thanks for updating the mod, though it kinda sucks on how the talking selection is limited.
You gotta ask the guy who made the pictures, not us. And yes, I also wonder why it had to be that revealing.
Sigh...
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Well, in that case:
MobTalker2 0.1.7-alpha released!
New naming scheme!
Mostly changes to code that aren't noticable, like another aproach to the dependency downloading and refactoring of the script parser.
The full changelog can be found, like always, at our wiki. Note that the changelog for MobTalker2 and MobTalkerScript are now seperate.
This will also be the last release for 1.6.2, next week's version will target 1.6.4.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Well I'm sorry, but I never bother to explain things to people who don't bother reading things they are supposed to too.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!