+
+mobs.register_mob(
+ {
+ mobname = "zombie",
+ physical = true,
+ collide_with_objects = false,
+ collisionbox = {-0.23,0, -0.23, 0.23, 1.7, 0.23},
+ visual = "mesh",
+ visual_size = {x = 3.2, y = 3.2},
+ mesh = "zombie.b3d",
+ textures = {
+ "zombie.png"
+ },
+ is_visible = true,
+ pointable = true,
+ automatic_face_movement_max_rotation_per_sec = 300,
+ makes_footstep_sound = false,
+ hp = 27,
+ gravity = {x = 0, y = -9.81, z = 0},
+ movement_type = "walk",
+ max_speed = 3,
+ hostile = true,
+ hostile_cooldown = false,
+ state = 0,
+ view_distance = 32,
+ item_drop = "mob:cooked_porkchop",
+
+ standing_frame = {x=0,y=0},
+ moving_frame = {x=0,y=40},
+ animation_multiplier = 20,
+ ----
+ pathfinds = true,
+
+ --these are used to anchor a point to the head position
+ -----
+ automatic_face_movement_dir = 0,
+ head_bone = "Head",
+ debug_head_pos = false,
+ --this always has to be slightly positive
+ head_directional_offset = 0.01,
+ head_height_offset = 1.55, --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(0,2.4,0),
+ head_coord = "vertical",
+ -----
+
+
+ death_rotation = "x",
+
+ hurt_sound = "hurt",
+ die_sound = "hurt",
+ sound_pitch_mod_min = 60,
+ sound_pitch_mod_max = 80,
+ sound_pitch_mod_min_die = 50,
+ sound_pitch_mod_max_die = 70,
+ attack_type = "punch",
+ attack_damage = 3,
+
+ die_in_light = true,
+
+ fire_table = {
+ visual_size = vector.new(1/4,2/3,1/4),
+ position = vector.new(0,3.3,0),
+ }
+ }
+)
+
+