I'll make a Mob talker 2.0 and i'll add the Zombie Pigman, AT2 already drew the art for her, and all the expressions, i have already sent a message to him, and he's ok, Flammevila made the mod open-sourced, it means that anyone can change it, if i had his permission it would be better, but i have AT2 and the mod is open-sourced , so i have already began coding the zombie pigman.
Glad to see someone taking control at least, thanks. and I wish you luck
This is the first time Mobtalker has crashed for me. I first installed modloader,toomanyitems,then mobtalker.
Talked to cave spider and it was fine,then i started to talk to Yeabi (Zombie) but then it crashed. Shows up as the default dirt background then has an error report. Anyone can help?
Heres the report:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\ilah\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-30_17.08.24-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 9d7f966 --------
Generated 8/30/12 5:08 PM
java.lang.NullPointerException
at asv.a(NetClientHandler.java:737)
at bk.a(SourceFile:87)
at ba.b(SourceFile:51)
at asv.d(NetClientHandler.java:89)
at atd.b(SourceFile:51)
at net.minecraft.client.Minecraft.l(SourceFile:1261)
at net.minecraft.client.Minecraft.J(SourceFile:583)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT deb35066 ----------
Yea zombie doesn't have a renderfriendly class file, nor does the skelly or cavespider but the default script doesn't have it set to #MAKESHADOW unlike the zombie... But all of the mobs should work, besides zombie.
That's why you never need to put the #FACE command up first...
When you would (for example) do...
#SET_NAME LOL
#FACE Sad
It WOULD catch it...
But when it's...
#FACE Sad
#SET_NAME LOL
It would remain Normal
Still remains the same, you're not reading what I said lol.. However It's not my script because I've gone over it many times and tried many other things, other people are having this issue as well.. Anyway hopefully it is fixed soon.
Just don't put the #FACE command at first in a script
Even with it used the way it should be it still tends to give way and return to #FACE Normal when it's not suppose to.. My personal assumption is that modloader can't keep up so it just returns to the default face, being "Normal"
I Have Two problems whith this mod please help if you now any solution
If i talk whith zombies thay say Brainsss.... and minecraft crashes and
I Had made some scripts and the skeleton dont change his face to Sad
Script:
#FACE_Sad
#SET_NAME Korra
Ouuh...
Ich Helfe dir Beim Gesund Werden...
#FACE Happy
#SET_NAME Korra
...Also Werde Ich dich nicht Töten.
#INCREASE_LOVE 1
#END
The reason why the script is german is that im a german but i only want to Know are the comands are right
please help
sorry but there is a fail in mi post in the sripts first line stand
#FACE Sad
and not
#FACE_Sad
it dont work with both commands
sorry for the sacond post
Right now zombie is broken because it's missing it's renderfriendly class file, as for the #FACE Sad, it seems to be a bug that sometimes the face doesn't show... Then again the mod is a work in progress
Ok,so I installed MobTalker and CuteMobModles correctly,and it works in-game.But when I talk to the mob,it only shows the first default message.Also,the skeleton's head freaks out.When I used the patcher,it black screened.Sad face.
Yea, right now CuteMobModels isn't working with MobTalker :<
Oh yeah and your things format is incorrect by the way, I believe. It should go like this...
#CONDITION {[Lawl, Option(number of love file EX: Love1)A],[Lulz, Option(love1)B]}
options need to be put in sets of brackets, with a comma then followed by the Filename that you're editing with the letter A, B, C depending on how many options you choose to put. Seperate each option with a comma between the ] [ brackets. like so [blahoption1A],[option1B]
^comma here
he was saying it as if it were #CONDITION{[lol,lolz]} "lol" being the chosen option and lolz being the script it will open next ex. lolz.script :3
also the brackets separate each sections of it { } holds the whole condition [ ] holds 1 option & destination for where the option will lead.
1) Is this mod compatible with Forge? I tried it, and it crashed Minecraft immediately.
2) If I want to change the images for the mobs, I must give the replacement image the same size and filetype, right?
Right now it's only compatible with Modloader I believe, as for the images yes.
so it says at the top of the page 1.3.2, does that mean it works for 1.3.2? or is that the mod talker's version (little confused because it says do not use for 1.3.1 but as i said before it says it's 1.3.2)
1
Glad to see someone taking control at least, thanks. and I wish you luck
0
Well if we can manage to get a group of people, we could probably all try to learn & code it.
If you can, that'd be awesome
1
0
You know what a 10 year old looks like right? hahah
0
Agreed, hopefully they make a patch for 1.3.2
0
LOL made my day ^^
0
yea, it's the mods fault currently... but I'm sure it'll be fixed
0
Yea zombie doesn't have a renderfriendly class file, nor does the skelly or cavespider but the default script doesn't have it set to #MAKESHADOW unlike the zombie... But all of the mobs should work, besides zombie.
0
Still remains the same, you're not reading what I said lol.. However It's not my script because I've gone over it many times and tried many other things, other people are having this issue as well.. Anyway hopefully it is fixed soon.
0
Even with it used the way it should be it still tends to give way and return to #FACE Normal when it's not suppose to.. My personal assumption is that modloader can't keep up so it just returns to the default face, being "Normal"
0
Right now zombie is broken because it's missing it's renderfriendly class file, as for the #FACE Sad, it seems to be a bug that sometimes the face doesn't show... Then again the mod is a work in progress
0
Yea, right now CuteMobModels isn't working with MobTalker :<
0
he was saying it as if it were #CONDITION{[lol,lolz]} "lol" being the chosen option and lolz being the script it will open next ex. lolz.script :3
also the brackets separate each sections of it { } holds the whole condition [ ] holds 1 option & destination for where the option will lead.
0
Right now it's only compatible with Modloader I believe, as for the images yes.
0
Yes the mod works for 1.3.2
Looks good xP