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Terrorist and Soldier Bug List #428

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strubium opened this issue May 6, 2024 · 4 comments
Open
3 tasks done

Terrorist and Soldier Bug List #428

strubium opened this issue May 6, 2024 · 4 comments
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@strubium
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strubium commented May 6, 2024

Describe the bug

In this issue, I am going to be listing all bugs (or needed improvements) with the a AI.

  • Sounds produced by NPC's are not under the "Hostile Creatures" volume slider
  • Step sounds work and are supported by the framework, but are not used (Tested with: Add back VMW NPC's #335)
  • terroristEquipmentConfiguration applies to all custom mobs (any mob not a turret as those are hardcoded, Tested with: Add back VMW NPC's #335)
  • NPC's have 36000 ammo for there primary. A little excessive don't you think?
  • NPC's can have secondary weapons, and I think they will pull they out after running out of primary ammo, but it is not used (and they won't ever use up all there primary ammo)
  • NPC's cannot see you by default unless your are at the same height as them, this is a issue when fighting them on hills as they have to path up to you to fire. (fixed with .withLookHeightMulitplier(2))
  • NPC's cannot see you through glass or other transparent blocks (Like most mobs)
  • NPC's should be EntityCreature, not EntityLiving as it opens up a lot for NPC's to be capable of doing (Like EntityAIAttackMelee and such)
    • Would also let yall get rid of the many casts to EntityCreature in Entities.java
  • NPC's cannot open doors even if told to with EntityAIOpenDoor as they are holding guns
  • NPC's will crash the game if given a grenades as a weapon (Hard to reproduce, pls help)
  • NPC's can be given Armor, but only if it is the CustomArmor class. Why?
  • NPC's cannot wear vests or backpacks

Reproducibility

  • I reproduced this issue with as few other mods as possible installed.
  • I am unable to reproduce this issues consistently.

Screenshots and/or videos

No response

Logs

N/A

Debug Logs

No response

Crash Reports

No response

MWC Version

Latest

Forge Version

Latest

Red Core Version

0.5.1

MixinBooter Version

9.1

Java Version

idk rn

Java Virtual Machine

Hotspot

Operating System

Windows 10

GPU Vendor

Intel

Code of Conduct

  • I agree to follow this project's Code of Conduct
@Desoroxxx
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  • Sounds produced by NPC's are not under the "Hostile Creatures" volume slider

This is not a bug, it is meant to be, as they aren't hostile creatures.

NPC's have 36000 ammo for there primary. A little excessive don't you think?

No, they shouldn't have a number, it shouldn't check for a number of ammunition.

NPC's cannot see you by default unless your are at the same height as them, this is a issue when fighting them on hills as they have to path up to you to fire. (fixed with .withLookHeightMulitplier(2))

That isn't the way to fix this.

NPC's cannot see you through glass or other transparent blocks (Like most mobs)

Because Minecraft doesn't support that, every "fix" as edge cases.

NPC's should be EntityCreature, not EntityLiving as it opens up a lot for NPC's to be capable of doing (Like EntityAIAttackMelee and such)

No, they aren't creatures, that's not the goal for them to be.

NPC's will crash the game if given a grenades as a weapon (Hard to reproduce, pls help)

That's a good thing actually, I play Fallout 4, be thankful for not having dum NPC's trying to send explosives and molotov's your way

NPC's can be given Armor, but only if it is the CustomArmor class. Why?

Because NPC's goals are not to be used in vanilla, but with MWC?

NPC's cannot wear vests or backpacks

Because they already do.

@Desoroxxx
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Thanks for reporting, there is a rework of the NPC's coming soon-ish, stay tuned

@strubium
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strubium commented May 7, 2024

I could not figure out how to quote your response so we are going with bolded text

This is not a bug, it is meant to be, as they aren't hostile creatures.
They are hostile to the player and to every passive mob
That isn't the way to fix this.
Then why does it? I've encounter no issues with setting it to 2/3 (See this commit: c84171a)
No, they aren't creatures, that's not the goal for them to be.
EntityAINearestAttackableTarget requires the entity to be a EntityCreature, but y'all got around it by casting to EntityCreature. I just think it would open up a lot for them to be able to do.
That's a good thing actually, I play Fallout 4, be thankful for not having dum NPC's trying to send explosives and molotov's your way
Fair, but they can be given grenades with the config menu so it still a bug. Maybe some sort of check would be good
Because NPC's goals are not to be used in vanilla, but with MWC?
I'm testing out a semi-companion mod that adds a lot more npc's, this would be nice for me (I am selfish and lazy)
Because they already do.
Oh yeah lol, didn't think of that. See above too

@Desoroxxx
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They are hostile to the player and to every passive mob

They aren't

Then why does it? I've encounter no issues with setting it to 2/3 (See this commit: c84171a)

It should be a 1.95, your setting it at enderman height

EntityAINearestAttackableTarget requires the entity to be a EntityCreature, but y'all got around it by casting to EntityCreature. I just think it would open up a lot for them to be able to do.

It will make more sense later

Fair, but they can be given grenades with the config menu so it still a bug. Maybe some sort of check would be good

User misconfiguration is onto the user

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