The Meaning of Life, the Universe, and Everything.
Join Date:
9/15/2011
Posts:
234
Minecraft:
Adagea
Member Details
Mobs do attempt to avoid attacks. The mechanics of it are 'if a player is within melee range, and looking at a lone mob, that mob will move out of melee range'. The fact they move much faster than they normally would is a bit agitating, however the point of it is that you can't pick off a mob by itself. It will retreat, it will regroup, it will attack in force.
Mobs do attempt to avoid attacks. The mechanics of it are 'if a player is within melee range, and looking at a lone mob, that mob will move out of melee range'. The fact they move much faster than they normally would is a bit agitating, however the point of it is that you can't pick off a mob by itself. It will retreat, it will regroup, it will attack in force.
Well you pretty much nailed it. It is also there as a form of lure to force players out of possible safety and into the line of attack from potential reinforcements. The speed boost can be a bit too high with some mobs such as baby zombies however changing the calculations behind it isn't as easy as one would think so having it work for the large majority of mobs is fine for now.
Mobs do attempt to avoid attacks. The mechanics of it are 'if a player is within melee range, and looking at a lone mob, that mob will move out of melee range'. The fact they move much faster than they normally would is a bit agitating, however the point of it is that you can't pick off a mob by itself. It will retreat, it will regroup, it will attack in force.
Ohhhhhhhhhhhhh. I thought that they only did that at a certain health %. Ty! Is the fact the go in a circle then come back to attack me normal though?
Anyway, I guess that can fixed by simply turning that option off. I also realized they're ignoring me sometimes is because I have villagers spawning underground and aboveground in the world, and they're already focused on them! So I guess no real problems just my ignorance :P.
Well you pretty much nailed it. It is also there as a form of lure to force players out of possible safety and into the line of attack from potential reinforcements. The speed boost can be a bit too high with some mobs such as baby zombies however changing the calculations behind it isn't as easy as one would think so having it work for the large majority of mobs is fine for now.
thanks to all your patient help, my modpack is finally ready to be released! It will happen about the second weak of summer vacation, as I sort more stuff out.
while skellies would have aim, zombies would just aimlessly crazly fire
Not possible without some serious dedicated compatibility for that mod (and no I'm not going to do that). Mobs can emulate melee attacks just fine but they can't emulate item right clicking as a not-player entity. Skeletons just summon arrows with their speed and heading already set, the bow is never actually involved in the firing process.
Set Endermen 'Mode' to 'Normal' and that should remove all the debuff side effects.
You have a strange idea of funny considering that's a walking mini-nuke.
I use enviromine and hungeroverhaul, slender would be unnecessarily difficult to me too I guess (unless it could not affect hunger as he said)
What about create a dynamic rarity mode? like decrease spawn rarity of mobs as we carry more powerful items/armor etc. Reset on player death. The player could have a score based on that to control rarity. Call it something like "Mob Magnet Level".
For awhile: I just begin a new world and opted to set all rarity to 100 (I searched the code at github, it seems to be 100/rarity integer, so rarity of 90 would equal to rarity of 50 that would be spawn chance of 2, may be we players could control it better if it was spawn chance instead of rarity, so we would set from 0 to 100.
So, the default rarity of 9 gives a spawn chance of 11, I still wonder why you did not put rarity 10, but now this is just blabering
NoobHelper: also, I was searching what each option do and the help info seems scatered on your posts on this thread, may be someone could gather it all and improve the config file or add tool tips in-game?
Zombie AI: btw, I am using zombie awareness mod and I wonder if it will conflict with your AI implementation? I like both, may be not all zombies could use (would skip them randomly) it so both mods could work! (I think I have to as this there too )
I use enviromine and hungeroverhaul, slender would be unnecessarily difficult to me too I guess (unless it could not affect hunger as he said)
What about create a dynamic rarity mode? like decrease spawn rarity of mobs as we carry more powerful items/armor etc. Reset on player death. The player could have a score based on that to control rarity. Call it something like "Mob Magnet Level".
For awhile: I just begin a new world and opted to set all rarity to 100 (I searched the code at github, it seems to be 100/rarity integer, so rarity of 90 would equal to rarity of 50 that would be spawn chance of 2, may be we players could control it better if it was spawn chance instead of rarity, so we would set from 0 to 100.
So, the default rarity of 9 gives a spawn chance of 11, I still wonder why you did not put rarity 10, but now this is just blabering
NoobHelper: also, I was searching what each option do and the help info seems scatered on your posts on this thread, may be someone could gather it all and improve the config file or add tool tips in-game?
Zombie AI: btw, I am using zombie awareness mod and I wonder if it will conflict with your AI implementation? I like both, may be not all zombies could use (would skip them randomly) it so both mods could work! (I think I have to as this there too )
I have already nerfed the side effects for the slender mode for next release, only the blindness effect has stayed.
There should be a 'warm up' option for scaling difficulty based on time. Doing it on a per player/score basis would be somewhat difficult in some AIs.
I need to rewrite some of the rarity handling. There are parts I haven't updated in over a year so I'll see if I can get that done for the next update.
Most of the original configs are written using the old system without tool tips. I also need to update these to use the versions with tool tips so they work properly in the UI.
Zombie AI should work okay for the most part. ESM would probably do a better job with the AI targeting when turned up high enough but that's me being biased.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/15/2011
Posts:
234
Minecraft:
Adagea
Member Details
Yeah, the fact that they circle around and attack you from behind seems intentional. If it's not, it would happen regardless because of how the AI is set up. Since the mob only retreats at melee range and when targeted by a player, it would stop retreating and find a new path to the player beyond a certain retreat range. That path probably accounts for the fact that it retreated, thus making the new best path one to an area behind the player.
Keep in mind this is all speculation, of course. I have no part in making the mod, I just relay behavior I observe.
I use enviromine and hungeroverhaul, slender would be unnecessarily difficult to me too I guess (unless it could not affect hunger as he said)
What about create a dynamic rarity mode? like decrease spawn rarity of mobs as we carry more powerful items/armor etc. Reset on player death. The player could have a score based on that to control rarity. Call it something like "Mob Magnet Level".
For awhile: I just begin a new world and opted to set all rarity to 100 (I searched the code at github, it seems to be 100/rarity integer, so rarity of 90 would equal to rarity of 50 that would be spawn chance of 2, may be we players could control it better if it was spawn chance instead of rarity, so we would set from 0 to 100.
So, the default rarity of 9 gives a spawn chance of 11, I still wonder why you did not put rarity 10, but now this is just blabering
NoobHelper: also, I was searching what each option do and the help info seems scatered on your posts on this thread, may be someone could gather it all and improve the config file or add tool tips in-game?
Zombie AI: btw, I am using zombie awareness mod and I wonder if it will conflict with your AI implementation? I like both, may be not all zombies could use (would skip them randomly) it so both mods could work! (I think I have to as this there too )
If it doesn't work with zombie awareness I would still go with ESM. I used ZAM for the longest time before I found this mod, and I never used it since.
Yeah, the fact that they circle around and attack you from behind seems intentional. If it's not, it would happen regardless because of how the AI is set up. Since the mob only retreats at melee range and when targeted by a player, it would stop retreating and find a new path to the player beyond a certain retreat range. That path probably accounts for the fact that it retreated, thus making the new best path one to an area behind the player.
Keep in mind this is all speculation, of course. I have no part in making the mod, I just relay behavior I observe.
I was having really bad lag, I felt bad having to disable the mod, as it was so cool, to be able to play, so I want to turn it back on and found these:
Pathing cap is the amount of enemies that can attack each target and awareness
radius is how far the mobs can see. Pathing cap is there to limit how
many mobs are path finding to their targets because when awareness is
high the paths get VERY long and complex to calculate.
"Pathing cap is the amount of enemies that can attack each target"
cool, I just set it to 1 then, I like snipers and trackers a lot, so I want at least one
I'll see if I can implement some ways to reduce TPS lag but for now I
suggest reducing the awareness radius and adjusting the pathing cap.
Turning on quick pathing should also help a little.
having cap 1 I kept the slow pathing and 64 awareness radius,
still have to test but I think will do the trick!
btw, whenever you manage to thread the AI, please announce it in big letters, will be a major improvement I am sure!
EDIT: I just thought.. may be, in your algorithm, you could implement some kind of tracking, so each time a player walks like 10 steps away from where he was, that place would be marked as a track step; the mob could do easier calculations to reach these tracking steps instead of a big one to reach the player. Not sure if it is really implementable tho.
EDIT: also in the algorithm, instead of fully calculating the path to reach the player, calculate just a bit of it per frame, but when it gets threaded this may not be so useful anymore (if it is even possible at all).
EDIT: if I am not wrong, the limited cap will also release the AI for other mods that deal with it, so I can have both installed! I just wonder if at least yours will take priority when mob is near! I wish I had more idea about what I am talking also hehe..
I was having really bad lag, I felt bad having to disable the mod, as it was so cool, to be able to play, so I want to turn it back on and found these:
"Pathing cap is the amount of enemies that can attack each target"
cool, I just set it to 1 then, I like snipers and trackers a lot, so I want at least one
having cap 1 I kept the slow pathing and 64 awareness radius,
still have to test but I think will do the trick!
btw, whenever you manage to thread the AI, please announce it in big letters, will be a major improvement I am sure!
EDIT: I just thought.. may be, in your algorithm, you could implement some kind of tracking, so each time a player walks like 10 steps away from where he was, that place would be marked as a track step; the mob could do easier calculations to reach these tracking steps instead of a big one to reach the player. Not sure if it is really implementable tho.
EDIT: also in the algorithm, instead of fully calculating the path to reach the player, calculate just a bit of it per frame, but when it gets threaded this may not be so useful anymore (if it is even possible at all).
EDIT: if I am not wrong, the limited cap will also release the AI for other mods that deal with it, so I can have both installed! I just wonder if at least yours will take priority when mob is near! I wish I had more idea about what I am talking also hehe..
If that happened I think the zombie would just be on a weird trail. I you're saying what I think you're saying, then the player would just walk in circles and the zombie would do the same thing, which would just make a bunch of zombies look stupid and not really attack you until you're standing still.
If that happened I think the zombie would just be on a weird trail. I you're saying what I think you're saying, then the player would just walk in circles and the zombie would do the same thing, which would just make a bunch of zombies look stupid and not really attack you until you're standing still.
10 steps was an example, I dont know what is the best ammount to code, make it 20, would be harder to do such circles right?
also there could have some check that removes old track spots that are farer than newer ones that are nearer; but again, I cant make so much guesses because I dont know how it was coded; may be it already use tracking spots! I just.. like to throw in ideas
10 steps was an example, I dont know what is the best ammount to code, make it 20, would be harder to do such circles right?
also there could have some check that removes old track spots that are farer than newer ones that are nearer; but again, I cant make so much guesses because I dont know how it was coded; may be it already use tracking spots! I just.. like to throw in ideas
I guess I don't know what you're talking about then because 20 would make it worse and more of that stuff xD. Internet communication needs improvements :P.
I guess I don't know what you're talking about then because 20 would make it worse and more of that stuff xD. Internet communication needs improvements :P.
xD we need a reallife telepathy mod to comunicate thoughts as 3d videos xD
if the idea sounds interesting, if needed, I can draw it xD
BBBayranoxes has a good point about the steps idea. It's just not feasible and could easily be exploited without additional checks to prevent circles (which would make the system redundant compared to the existing ones).
Also, as much as I would like to thread the path-finding for mobs there is one fundamental problem with it. Every mob has their own path-finding handler and creating a dedicated process thread for every single mob would be a bad idea, especially for computers with low CPU power. If I wanted all the AI to run off a single thread then this would mean replacing the system Minecraft uses which in turn breaks compatibility with almost every single custom mob/AI. The reason for this is that Minecraft expects when calling the script to generate a path it will return the full path to a target at that very time so it can run additional checks on it. Dragging out this process over time with the use of threads would almost guarantee these post generation checks to fail.
The system that is currently in place limits the amount of times path finding can be calculated to a single target (pathing cap option) and scales the time between updates based on the distance between the attacker and the target. There are a few calculation checks I'm yet to fix up in this process relating to X-Ray mobs but for the large majority of cases this works just fine. If you have a better way of doing this you are free to fork the repo and attempt to improve it yourself however it must be compatible with the large majority of mobs from other mods as it is now and not require vanilla code modifications.
BBBayranoxes has a good point about the steps idea. It's just not feasible and could easily be exploited without additional checks to prevent circles (which would make the system redundant compared to the existing ones).
Also, as much as I would like to thread the path-finding for mobs there is one fundamental problem with it. Every mob has their own path-finding handler and creating a dedicated process thread for every single mob would be a bad idea, especially for computers with low CPU power. If I wanted all the AI to run off a single thread then this would mean replacing the system Minecraft uses which in turn breaks compatibility with almost every single custom mob/AI. The reason for this is that Minecraft expects when calling the script to generate a path it will return the full path to a target at that very time so it can run additional checks on it. Dragging out this process over time with the use of threads would almost guarantee these post generation checks to fail.
The system that is currently in place limits the amount of times path finding can be calculated to a single target (pathing cap option) and scales the time between updates based on the distance between the attacker and the target. There are a few calculation checks I'm yet to fix up in this process relating to X-Ray mobs but for the large majority of cases this works just fine. If you have a better way of doing this you are free to fork the repo and attempt to improve it yourself however it must be compatible with the large majority of mobs from other mods as it is now and not require vanilla code modifications.
It seems that the mob exemption from ambiguous AI isn't working 100% correctly. When I put in one from a different mod, it worked correctly first, but then the villager guards continued attacking the villagers, however this time the arrows did no damage. A little strange but ya xD. It seems that mobs will ignore me and look away even when there aren't villagers nearby. Vanilla and ones from mods.
Mobs do attempt to avoid attacks. The mechanics of it are 'if a player is within melee range, and looking at a lone mob, that mob will move out of melee range'. The fact they move much faster than they normally would is a bit agitating, however the point of it is that you can't pick off a mob by itself. It will retreat, it will regroup, it will attack in force.
Well you pretty much nailed it. It is also there as a form of lure to force players out of possible safety and into the line of attack from potential reinforcements. The speed boost can be a bit too high with some mobs such as baby zombies however changing the calculations behind it isn't as easy as one would think so having it work for the large majority of mobs is fine for now.
Ohhhhhhhhhhhhh. I thought that they only did that at a certain health %. Ty! Is the fact the go in a circle then come back to attack me normal though?
Anyway, I guess that can fixed by simply turning that option off. I also realized they're ignoring me sometimes is because I have villagers spawning underground and aboveground in the world, and they're already focused on them! So I guess no real problems just my ignorance :P.
Is this compatible with special AI?, if so, do you give me permission to use this in a modpack and its sequels im making with a friend of mine?
thanks to all your patient help, my modpack is finally ready to be released! It will happen about the second weak of summer vacation, as I sort more stuff out.
do you think zombies and skellys could randomly spawn with other mods weapons and ammo like this
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2172251-1-7-10-cfs-future-weapons-mod-version-1-2-3
?
while skellies would have aim, zombies would just aimlessly crazly fire
"truth is a pathless land" - Jiddu Krishnamurti
New favorite mod. Gonna donate $200!
Not possible without some serious dedicated compatibility for that mod (and no I'm not going to do that). Mobs can emulate melee attacks just fine but they can't emulate item right clicking as a not-player entity. Skeletons just summon arrows with their speed and heading already set, the bow is never actually involved in the firing process.
Should be compatible with most mods however this mod will try to hook into mobs as much as possible so it may alter a few things about other AIs
I use enviromine and hungeroverhaul, slender would be unnecessarily difficult to me too I guess (unless it could not affect hunger as he said)
What about create a dynamic rarity mode? like decrease spawn rarity of mobs as we carry more powerful items/armor etc. Reset on player death. The player could have a score based on that to control rarity. Call it something like "Mob Magnet Level".
For awhile: I just begin a new world and opted to set all rarity to 100 (I searched the code at github, it seems to be 100/rarity integer, so rarity of 90 would equal to rarity of 50 that would be spawn chance of 2, may be we players could control it better if it was spawn chance instead of rarity, so we would set from 0 to 100.
So, the default rarity of 9 gives a spawn chance of 11, I still wonder why you did not put rarity 10, but now this is just blabering
NoobHelper: also, I was searching what each option do and the help info seems scatered on your posts on this thread, may be someone could gather it all and improve the config file or add tool tips in-game?
Zombie AI: btw, I am using zombie awareness mod and I wonder if it will conflict with your AI implementation? I like both, may be not all zombies could use (would skip them randomly) it so both mods could work! (I think I have to as this there too )
"truth is a pathless land" - Jiddu Krishnamurti
I have already nerfed the side effects for the slender mode for next release, only the blindness effect has stayed.
There should be a 'warm up' option for scaling difficulty based on time. Doing it on a per player/score basis would be somewhat difficult in some AIs.
I need to rewrite some of the rarity handling. There are parts I haven't updated in over a year so I'll see if I can get that done for the next update.
Most of the original configs are written using the old system without tool tips. I also need to update these to use the versions with tool tips so they work properly in the UI.
Zombie AI should work okay for the most part. ESM would probably do a better job with the AI targeting when turned up high enough but that's me being biased.
Yeah, the fact that they circle around and attack you from behind seems intentional. If it's not, it would happen regardless because of how the AI is set up. Since the mob only retreats at melee range and when targeted by a player, it would stop retreating and find a new path to the player beyond a certain retreat range. That path probably accounts for the fact that it retreated, thus making the new best path one to an area behind the player.
Keep in mind this is all speculation, of course. I have no part in making the mod, I just relay behavior I observe.
If it doesn't work with zombie awareness I would still go with ESM. I used ZAM for the longest time before I found this mod, and I never used it since.
Thanks!
I was having really bad lag, I felt bad having to disable the mod, as it was so cool, to be able to play, so I want to turn it back on and found these:
"Pathing cap is the amount of enemies that can attack each target"
cool, I just set it to 1 then, I like snipers and trackers a lot, so I want at least one
having cap 1 I kept the slow pathing and 64 awareness radius,
still have to test but I think will do the trick!
btw, whenever you manage to thread the AI, please announce it in big letters, will be a major improvement I am sure!
EDIT: I just thought.. may be, in your algorithm, you could implement some kind of tracking, so each time a player walks like 10 steps away from where he was, that place would be marked as a track step; the mob could do easier calculations to reach these tracking steps instead of a big one to reach the player. Not sure if it is really implementable tho.
EDIT: also in the algorithm, instead of fully calculating the path to reach the player, calculate just a bit of it per frame, but when it gets threaded this may not be so useful anymore (if it is even possible at all).
EDIT: if I am not wrong, the limited cap will also release the AI for other mods that deal with it, so I can have both installed! I just wonder if at least yours will take priority when mob is near! I wish I had more idea about what I am talking also hehe..
"truth is a pathless land" - Jiddu Krishnamurti
If that happened I think the zombie would just be on a weird trail. I you're saying what I think you're saying, then the player would just walk in circles and the zombie would do the same thing, which would just make a bunch of zombies look stupid and not really attack you until you're standing still.
10 steps was an example, I dont know what is the best ammount to code, make it 20, would be harder to do such circles right?
also there could have some check that removes old track spots that are farer than newer ones that are nearer; but again, I cant make so much guesses because I dont know how it was coded; may be it already use tracking spots! I just.. like to throw in ideas
"truth is a pathless land" - Jiddu Krishnamurti
I guess I don't know what you're talking about then because 20 would make it worse and more of that stuff xD. Internet communication needs improvements :P.
xD we need a reallife telepathy mod to comunicate thoughts as 3d videos xD
if the idea sounds interesting, if needed, I can draw it xD
"truth is a pathless land" - Jiddu Krishnamurti
BBBayranoxes has a good point about the steps idea. It's just not feasible and could easily be exploited without additional checks to prevent circles (which would make the system redundant compared to the existing ones).
Also, as much as I would like to thread the path-finding for mobs there is one fundamental problem with it. Every mob has their own path-finding handler and creating a dedicated process thread for every single mob would be a bad idea, especially for computers with low CPU power. If I wanted all the AI to run off a single thread then this would mean replacing the system Minecraft uses which in turn breaks compatibility with almost every single custom mob/AI. The reason for this is that Minecraft expects when calling the script to generate a path it will return the full path to a target at that very time so it can run additional checks on it. Dragging out this process over time with the use of threads would almost guarantee these post generation checks to fail.
The system that is currently in place limits the amount of times path finding can be calculated to a single target (pathing cap option) and scales the time between updates based on the distance between the attacker and the target. There are a few calculation checks I'm yet to fix up in this process relating to X-Ray mobs but for the large majority of cases this works just fine. If you have a better way of doing this you are free to fork the repo and attempt to improve it yourself however it must be compatible with the large majority of mobs from other mods as it is now and not require vanilla code modifications.
It seems that the mob exemption from ambiguous AI isn't working 100% correctly. When I put in one from a different mod, it worked correctly first, but then the villager guards continued attacking the villagers, however this time the arrows did no damage. A little strange but ya xD. It seems that mobs will ignore me and look away even when there aren't villagers nearby. Vanilla and ones from mods.