Closed BrunoMine closed 6 years ago
Not sure what are you talking about here. The advanced_npc
API does nothing to character.b3d
, except use it. The only thing I certainly do is set the collision box. Is this what you are referring to?
probably yes. But if this is too complex you can ignore it.
I have been thinking I would like to support this as well, just not sure how. Maybe the version number can help.
Also, I have removed the mob registration from the advanced_npc API. It is up to mods now to register.
I may have an idea what to do, will let you know if it works.
On Fri, Jun 22, 2018 at 6:53 PM BrunoMine notifications@github.com wrote:
probably yes. But if this is too complex you can ignore it.
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You can use the collision box set by mobs_redo.
For example, my mod sets the collision box to be used in mobs_redo, your API should work based on it.
If you do this, the responsibility for arranging the mesh and its operation will be from the mod that makes the registration.
I'm having a hard time finding what you would like me to change. As I said in first comment, the API doesn't registers an entity anymore.
The entity has to be registered by the implementing mod, and hence it has to set a collisionbox.
Is there any particular area of advanced_npc that you would like me to change that you can point out?
OH, Sorry. This really is not related to your API.
I've noticed that the API applies settings in the
character.b3d
model to work with the model provided by the player_api mod (minetest.0.5.0). Is it possible to create a compatibility to work with minetest 0.4.16?