hostile = self.hostile,
hostile_timer = self.hostile_timer,
death_animation_timer = self.death_animation_timer,
- dead = self.dead
+ dead = self.dead,
+ tnt_timer = self.tnt_timer,
+ tnt_tick_timer = self.tnt_tick_timer,
+ tnt_mod_state = self.tnt_mod_state,
+ punch_timer = self.punch_timer,
+ projectile_timer = self.projectile_timer,
+ scared = self.scared,
+ scared_timer = self.scared_timer,
+ c_mob_data = self.c_mob_data,
})
end
mob_register.on_activate = function(self, staticdata, dtime_s)
global_mob_amount = global_mob_amount + 1
- print("Mobs Spawned. Current Mobs: "..global_mob_amount)
+ --print("Mobs Spawned. Current Mobs: "..global_mob_amount)
self.object:set_armor_groups({immortal = 1})
--self.object:set_velocity({x = math.random(-5,5), y = 5, z = math.random(-5,5)})
self.object:set_acceleration(def.gravity)
self.hostile_timer = data.hostile_timer
self.death_animation_timer = data.death_animation_timer
self.dead = data.dead
+ self.tnt_timer = data.tnt_timer
+ self.tnt_tick_timer = data.tnt_tick_timer
+ self.tnt_mod_state = data.tnt_mod_state
+ self.punch_timer = data.punch_timer
+ self.projectile_timer = data.projectile_timer
+ self.scared = data.scared
+ self.scared_timer = data.scared_timer
+ self.c_mob_data = data.c_mob_data
end
end
end
self.is_mob = true
self.object:set_armor_groups({immortal = 1})
+
+ if self.custom_on_activate then
+ self.custom_on_activate(self)
+ end
--self.object:set_yaw(math.pi*math.random(-1,1)*math.random())
end
--animation on the mob's body
--we add in items we want to see in this list
- local debug_items = {"hostile_timer","hostile"}
+ local debug_items = {"hostile","hostile_timer"}
local text = ""
for _,item in pairs(debug_items) do
if self[item] ~= nil then
text = text..item..": "..tostring(self[item]).."\n"
end
end
- self.child:set_nametag_attributes({
+ self.object:set_nametag_attributes({
color = "white",
text = text
})