+ fire_table = {
+ visual_size = vector.new(1/4,2/3,1/4),
+ position = vector.new(0,3.3,0),
+ }
+ }
+)
+
+local spider_eyes = {}
+
+spider_eyes.initial_properties = {
+ visual = "mesh",
+ mesh = "spider_eyes.b3d",
+ textures = {"spider_eyes.png"},
+ pointable = false,
+ collisionbox = {0, 0, 0, 0, 0, 0}
+}
+spider_eyes.glow = -1
+spider_eyes.on_step = function(self)
+ if not self.owner or not self.owner:get_luaentity() then
+ self.object:remove()
+ else
+ local owner_head_bone = self.owner:get_luaentity().head_bone
+ local position,rotation = self.owner:get_bone_position(owner_head_bone)
+ self.object:set_attach(self.owner, owner_head_bone, vector.new(0,0,0), rotation)
+ end
+end
+minetest.register_entity("mob:spider_eyes",spider_eyes)
+
+mobs.register_mob(
+ {
+ mobname = "spider",
+ physical = true,
+ collide_with_objects = false,
+ collisionbox = {-0.37, 0, -0.37, 0.37, 0.85, 0.37},
+ visual = "mesh",
+ visual_size = {x = 3, y = 3},
+ mesh = "spider.b3d",
+ textures = {
+ "spider.png"
+ },
+
+ --these are used to anchor a point to the head position
+ -----
+ head_bone = "body.head",
+ debug_head_pos = false,
+ rotational_correction = -math.pi/2,
+ 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
+ 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)
+ head_coord = "horizontal",
+ -----
+
+ is_visible = true,
+ pointable = true,
+ automatic_face_movement_dir = 90,
+ automatic_face_movement_max_rotation_per_sec = 300,
+ makes_footstep_sound = false,
+ hp = 30,
+ gravity = {x = 0, y = -9.81, z = 0},
+ movement_type = "walk",
+ max_speed = 4,
+ state = 0,
+ view_distance = 32,
+
+ item_drop = "mob:string",
+ standing_frame = {x=21,y=21},
+ moving_frame = {x=0,y=20},
+ animation_multiplier = 20,
+ ----
+ ----
+ death_rotation = "z",
+
+ hurt_sound = "spider",
+ die_sound = "spider_die",
+
+
+ pathfinds = true,
+
+ hostile = true,
+ friendly_in_daylight = true,
+ attacked_hostile = true,
+ attack_damage = 3,
+ attack_type = "punch",
+ group_attack = true,
+
+ custom_on_activate = function(self)
+ local eyes = minetest.add_entity(self.object:get_pos(), "mob:spider_eyes")
+ eyes:set_attach(self.object, "body.head", vector.new(0,0,0), vector.new(0,0,0))
+ eyes:get_luaentity().owner = self.object
+ if math.random() > 0.998 then
+ local obj = minetest.add_entity(self.object:get_pos(),"mob:pig")
+ local obj2 = minetest.add_entity(self.object:get_pos(),"tnt:tnt")
+ local obj3 = minetest.add_entity(self.object:get_pos(),"boat:boat")
+
+ obj2:get_luaentity().timer = 7
+ obj2:get_luaentity().radius = 7
+
+ obj:set_attach(self.object,"",vector.new(0,3,0),vector.new(0,90,0))
+ obj2:set_attach(obj,"",vector.new(0,4.5,0),vector.new(0,90,0))
+ obj3:set_attach(obj2,"",vector.new(0,6.5,0),vector.new(0,0,0))
+
+ obj:set_properties({visual_size={x=1,y=1}})
+ obj2:set_properties({visual_size={x=1/3,y=1/3}})
+ end
+ end,
+ --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
+ --explosion_power = 7, -- how big the explosion has to be
+ --explosion_time = 3, -- how long it takes for a mob to explode
+ --this is used to properly position fire when the mob catches on fire
+ fire_table = {
+ visual_size = vector.new(1.3/3,2/3,1.3/3),
+ position = vector.new(0,4,0),
+ }