Fix spider to work properly :D
This commit is contained in:
parent
03f24c592d
commit
c09067c77e
@ -74,6 +74,7 @@ mob_register.group_attack = def.group_attack
|
|||||||
mob_register.death_rotation = def.death_rotation
|
mob_register.death_rotation = def.death_rotation
|
||||||
|
|
||||||
mob_register.head_mount = def.head_mount
|
mob_register.head_mount = def.head_mount
|
||||||
|
mob_register.rotational_correction = def.rotational_correction or 0
|
||||||
|
|
||||||
mob_register.hurt_sound = def.hurt_sound
|
mob_register.hurt_sound = def.hurt_sound
|
||||||
mob_register.die_sound = def.die_sound
|
mob_register.die_sound = def.die_sound
|
||||||
|
@ -62,7 +62,7 @@ mobs.create_head_functions = function(def,mob_register)
|
|||||||
--print(self.head_rotation.y)
|
--print(self.head_rotation.y)
|
||||||
--if passed a direction to look
|
--if passed a direction to look
|
||||||
local pos = self.object:get_pos()
|
local pos = self.object:get_pos()
|
||||||
local body_yaw = self.object:get_yaw()-math.pi/2
|
local body_yaw = self.object:get_yaw()-math.pi/2+self.rotational_correction
|
||||||
|
|
||||||
local dir = vector.multiply(minetest.yaw_to_dir(body_yaw),self.head_directional_offset)
|
local dir = vector.multiply(minetest.yaw_to_dir(body_yaw),self.head_directional_offset)
|
||||||
|
|
||||||
|
@ -573,19 +573,20 @@ mobs.register_mob(
|
|||||||
|
|
||||||
|
|
||||||
-----
|
-----
|
||||||
--head_bone = "body.head",
|
head_bone = "body.head",
|
||||||
debug_head_pos = false,
|
debug_head_pos = false,
|
||||||
head_directional_offset = 0.5, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
|
rotational_correction = -math.pi/2,
|
||||||
head_height_offset = 0.8, --added to the base y position
|
head_directional_offset = 0.3, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
|
||||||
|
head_height_offset = 0.63, --added to the base y position
|
||||||
--use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
|
--use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
|
||||||
head_position_correction = vector.new(0,3,-0.5),
|
head_position_correction = vector.new(0,1.24,0),
|
||||||
--this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
|
--this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
|
||||||
head_coord = "horizontal",
|
head_coord = "horizontal",
|
||||||
-----
|
-----
|
||||||
|
|
||||||
is_visible = true,
|
is_visible = true,
|
||||||
pointable = true,
|
pointable = true,
|
||||||
automatic_face_movement_dir = 0,
|
automatic_face_movement_dir = 90,
|
||||||
automatic_face_movement_max_rotation_per_sec = 300,
|
automatic_face_movement_max_rotation_per_sec = 300,
|
||||||
makes_footstep_sound = false,
|
makes_footstep_sound = false,
|
||||||
hp = 10,
|
hp = 10,
|
||||||
|
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user