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Mobs redo: many mobs arent harmed by shooter's weapons #6

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lightonflux opened this issue Feb 19, 2015 · 4 comments
Closed

Mobs redo: many mobs arent harmed by shooter's weapons #6

lightonflux opened this issue Feb 19, 2015 · 4 comments

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@lightonflux
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In mobs redo there are many new mobs. But wepons by shooter only harm good old friends like sheeps, sandman etc. But not some of the other mobs (dungeon master, warthog, cow ….

I think this has to implemented in shooter, but please correct me if i am wrong.

@stujones11
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By default the mod is configured to work with Simple Mobs by PilzAdam, any additional mobs like warthog, spider etc would have to be added to SHOOTER_ENTITIES in your shooter.conf. It also looks like the armor groups in mobs redo have been increased somewhat from the original mod and would also explain why the guns do litttle or no damage.

There are two possible solutions I can see; you can either decrease the armor groups of the affected mobs or you can increase the damage groups of the weapons. Keep in mind, however, that the latter option will also make the guns do more damage to players.

I could add a universal damage coefficient to the shooter config that would offer server ops at least some level of control over the damage groups, if that would be helpful.

@stujones11
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I have now added auto configuration for all simple mobs derivatives, including mobs redo and carbone mobs. I may extend this to other mods such as creatures and mobf in future.
The damage groups to me seem quite acceptable for mobs redo but I realize that tastes vary so I will still add more control over this via the config file when time permits.

@LoneWolfHT
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@stujones11 Could you add auto-configuration for this mod too? https://forum.minetest.net/viewtopic.php?t=14934 I use it with the shooter mod. I can probably do it myself but others might not know how to. And it's a pretty good zombie mod

@stujones11
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This should no longer be necessary since the current development version now use the MT engine raycasting.

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