This was always a great mod, one of the best (don't get me wrong though, I would never play a pack with just cnpcs), but since the 1.7 version it has gotten so much better! I have a tip for you that I should mention to an (online) friend of mine, use Pillar alongside with Custom npcs, have structures that generate with cnpcs that is, Vaskii's Pillar is pretty easy to understand & is incredibly useful for structure generation & has the potential to allow people to make structure packs, also you should learn everything you can about vanilla customization, particularly loot tables, if you're already familiar with it all, there's no harm in reviewing :) anyways I sort of challenge you to have "locked" structures in the world, mostly made of indestructible blocks (preferably not tile entities) but with scripted doors, your choice how they open, but an idea is that you need to have a certain stance with a faction before being able to go in, and if you want, you can make a bunch of variations of these so that when you can access some you can't access others, because of the way Pillar(s ?) is set up, you should easily be able to make a mod pack that comes with pre made npcs in the world via structure gen, idk what the limitations are though, since I haven't yet tried this, I've just dabbled a bit with the two mods separately :3 there might also be some other utility mods out there that would compliment these nicely, also keep in mind commands... well I guess you do... anyways, things like tellraw in a book to summon fireballs, or having superior health from armor that doesn't normally increase health... actually I wonder, can you script the use of loot tables in Custom npcs? Anyways, mostly just wanted to see what wonders you can pull off with Customnpcs & Pillar together, oh yeah, Vazkii also made a mod called Vocation, not sure if that'll be useful to you, but it's quite cool, she's a great modder, Nopes too of course :p
I shall take the non-reply as either absence, or thinking my idea is silly, either is fair enough, though on my own I'll probably test how well the pillars & cnpcs work together Now maybe I just overlooked a video you did, but is there a way to script cnpcs items? I wonder this because I had this idea/desire where once a key to a locked loot table chest gets used the key vanishes, but that's not how locked chests work in vanilla minecraft of course... If items can't be scripted that's fair enough since I don't think it would be _too_ hard to make a mod that adds an extra optimal tag one could put on any inventory to make any locked inventory consume its key upon key's use (& keep inventory unlocked thereafter), but I'll find out once I try :) While for you the uses would probably be different, the reason why I want this is so that I can have structures generating throughout any given world (preferably with some requirement for entering) with mini bosses that have a 100% to drop their key (which is probably in the off hand) and then I don't want that key to be reusable next time such a dungeon is encountered in the world since that would defeat the purpose of killing the mini boss. and yes I'm aware one could normally forge keys, but I can think of a few ways to make that harder, and _maybe_ even impossible :)
Wait, ok, watched one of your other videos where I saw that there's a player event hook "openContainer", that might help greatly, though that still doesn't fix my problem since it needs to affect any & all worlds in a particular instance, I shall see if I can get such data to flow from one world to another, if I can't, then I might go back to my original idea.
Only you can see this message, but if you want to disable it type /gamerule sendCommandFeedback false | This will disable command feedback of many others commands too
Is there a list of commands for scenes in CNPC 1.16.5? Some don't work like move tp, maybe there are new ones added. Can't find any docs on the matter whatsoever.
I need my npc to go to the coordinates after two events , but what should i write here? function interact(event) { event.npc.executeCommand('/time set day'); event.npc.say("hello sir") ?? }
Hi, Daot! Could you explain how to designate the player in the script, that is, for example, that the NPC followed the player. What you need to enter a parenthesis here event.npc.setFollowing(?)? Thanks in advance.
Off the top of my head, I would say you would have to have some invisible NPC for it to hit - and the scenes commands can't make the head move but with scripting and the puppet commands you can.
@@khaosrix6405 In 1.10 there is a Puppet job you can access from the Advanced tab - lets you pose the NPC. There are also things you can do with scripting which was expanded in 1.12
I am necromancing hard here, but inside the NPC, you go to Factions, and toggle "Attack hostile factions" by default the friendly faction attacks the hostile faction. As for doing this through a scene, one NPC would change their faction to hostile, while the other would remain friendly, and both would have "attack hostile factions" toggled to be active. One will then try to kill the other.
Hey man I love your vid ! But I have a problem, I'm in 1.12.2 and commands block can't use the "noppes scene" command. It says that the command block isn't allowed to use that command, any idea ?
I tried to use the execute command in a command block but still not working, the execute command only works when an npc in a scene use it, and with quests
PLEASE HELP! can somebody tell me all actions/commands we could use? i know some like move/say/attack/faction but i would like to know all that kind of action they can do in scene. Thank you for all nice video
these are all the commands I know about that are listed in the description under 'Noppes scene commands instructions ' - you can ask Noppes on discord if you thinkthere are more.
Hi, Daot I'm impressed about your Scripting knowledge in CustomNPCs. I waste a lot of time to find correct channel with scripting content, but I still has problem with scripted doors. I try to make MMORPG Adventure map but I still want to get something like yours creaction. Can you make a video about Scripted doors How to make like that: before Quest 1 Doors 1 locked after quest 1 doors open and maybe yours ideas i will be thankful.
Well there are many ways you could do this - even with iron doors and setting a redstone torch on quest complete -- but I'll show some scripted door examples too.
Thank you SO MUCH for this. I couldn't figure this out on the dev site for the life of me.
This was always a great mod, one of the best (don't get me wrong though, I would never play a pack with just cnpcs), but since the 1.7 version it has gotten so much better! I have a tip for you that I should mention to an (online) friend of mine, use Pillar alongside with Custom npcs, have structures that generate with cnpcs that is, Vaskii's Pillar is pretty easy to understand & is incredibly useful for structure generation & has the potential to allow people to make structure packs, also you should learn everything you can about vanilla customization, particularly loot tables, if you're already familiar with it all, there's no harm in reviewing :) anyways I sort of challenge you to have "locked" structures in the world, mostly made of indestructible blocks (preferably not tile entities) but with scripted doors, your choice how they open, but an idea is that you need to have a certain stance with a faction before being able to go in, and if you want, you can make a bunch of variations of these so that when you can access some you can't access others, because of the way Pillar(s ?) is set up, you should easily be able to make a mod pack that comes with pre made npcs in the world via structure gen, idk what the limitations are though, since I haven't yet tried this, I've just dabbled a bit with the two mods separately :3 there might also be some other utility mods out there that would compliment these nicely, also keep in mind commands... well I guess you do... anyways, things like tellraw in a book to summon fireballs, or having superior health from armor that doesn't normally increase health... actually I wonder, can you script the use of loot tables in Custom npcs?
Anyways, mostly just wanted to see what wonders you can pull off with Customnpcs & Pillar together, oh yeah, Vazkii also made a mod called Vocation, not sure if that'll be useful to you, but it's quite cool, she's a great modder, Nopes too of course :p
I am a fool! you do use tellraw & such! My uttermost sensiere apologies :)
I shall take the non-reply as either absence, or thinking my idea is silly, either is fair enough, though on my own I'll probably test how well the pillars & cnpcs work together
Now maybe I just overlooked a video you did, but is there a way to script cnpcs items? I wonder this because I had this idea/desire where once a key to a locked loot table chest gets used the key vanishes, but that's not how locked chests work in vanilla minecraft of course... If items can't be scripted that's fair enough since I don't think it would be _too_ hard to make a mod that adds an extra optimal tag one could put on any inventory to make any locked inventory consume its key upon key's use (& keep inventory unlocked thereafter), but I'll find out once I try :)
While for you the uses would probably be different, the reason why I want this is so that I can have structures generating throughout any given world (preferably with some requirement for entering) with mini bosses that have a 100% to drop their key (which is probably in the off hand) and then I don't want that key to be reusable next time such a dungeon is encountered in the world since that would defeat the purpose of killing the mini boss. and yes I'm aware one could normally forge keys, but I can think of a few ways to make that harder, and _maybe_ even impossible :)
Wait, ok, watched one of your other videos where I saw that there's a player event hook "openContainer", that might help greatly, though that still doesn't fix my problem since it needs to affect any & all worlds in a particular instance, I shall see if I can get such data to flow from one world to another, if I can't, then I might go back to my original idea.
BRO I DIDNT KNOW THAT YOU COULD DO STUFF LIKE THIS THANK YOU
my npc doesn't walk after i do 2 move to ~-10 ~ ~10
How to hide the caption - "Starts scene scene1" on the chat?
Only you can see this message, but if you want to disable it type /gamerule sendCommandFeedback false | This will disable command feedback of many others commands too
Is there a list of commands for scenes in CNPC 1.16.5? Some don't work like move tp, maybe there are new ones added. Can't find any docs on the matter whatsoever.
@@Saphels haven't used it lately,here is all I can find
docs.google.com/document/u/0/d/1WImTCFgdIrvOZ6r-5_NetE95WOl6z8PPRe61WdxsZ_s/mobilebasic
5:13 I can use this for my Custom (___) Npc to Doggy. Thanks!
How do you make npcs interact with other mods like sit in a chair
You can position them at the chairs position and give them the sit animation.
I'm on the 1.16.5 version and the rotate command does not work. the attack doesnt, and @p does not work. please help
Can you guys help me how to move a npc with the commands? The ones in the video are not rly explained and are not working.
I wanna know if there's a way to make NPCS not look around. i just want them to stand in one spot. and look the same direction
In the display tab just set living animation to no and in ai tab go to movement and - rotation change to body -- direction
thanks! this is gonna help alot for my roleplay series I plan on making when my world\city is done
Hi! How can I delete the text that appears in the chat when I start the scene?
not sure...
@@Daot oh, okay
i think its /gamerule docommandblockoutput false
@@zetrical6264 nope
Is there a way for them to put things in chests?
I need my npc to go to the coordinates after two events , but what should i write here?
function interact(event) {
event.npc.executeCommand('/time set day');
event.npc.say("hello sir")
??
}
event.npc.navigateTo(x,y,z,speed);
x y z - numbers
speed - between 1 and 2 normal
also turn off stop on interaction in AI and return to home NO
Yes! It works! Thank you!
Help the scene won’t start
You have to reset them after running
My Npc Doesn't Say "11 say Hey how are you?"
Can you Help me :/
Can you tell them to eat with this?
Hi, Daot! Could you explain how to designate the player in the script, that is, for example, that the NPC followed the player. What you need to enter a parenthesis here event.npc.setFollowing(?)? Thanks in advance.
event.npc.role.setFollowing(event.player);
Thank you!
Don't work. Write: script errored..
Script:
function interact(event) {
event.npc.role.setFollowing(event.player);
}
OK - the problem is probably that you need to set the npc to follower first (and also set to infinite days)
is there a possible way to make them hit the air? Is there also a way to make the head look down?
Off the top of my head, I would say you would have to have some invisible NPC for it to hit - and the scenes commands can't make the head move but with scripting and the puppet commands you can.
@@Daot hey I was just wondering what do you mean by puppet commands
@@khaosrix6405 In 1.10 there is a Puppet job you can access from the Advanced tab - lets you pose the NPC. There are also things you can do with scripting which was expanded in 1.12
how do you stop the attacking line my npc keeps on fighting
even when you change the faction back to friendly?
@@Daot in my case case they continue fighting
Daot how do npcs hit eachother or like kill
I am necromancing hard here, but inside the NPC, you go to Factions, and toggle "Attack hostile factions" by default the friendly faction attacks the hostile faction.
As for doing this through a scene, one NPC would change their faction to hostile, while the other would remain friendly, and both would have "attack hostile factions" toggled to be active. One will then try to kill the other.
Hey man I love your vid ! But I have a problem, I'm in 1.12.2 and commands block can't use the "noppes scene" command. It says that the command block isn't allowed to use that command, any idea ?
Try going to the config file for cnpc in the config folder and change this to true
NpcUseOpCommands=true
Yeah I had the same Idea but nothing worked
I tried to use the execute command in a command block but still not working, the execute command only works when an npc in a scene use it, and with quests
@@pivotstick935 help! I have the same problem. Did you handle him?
how do i stop a scene plss help me with it
Just disable it
Great Video ! Wish To see more!
PLEASE HELP! can somebody tell me all actions/commands we could use? i know some like move/say/attack/faction but i would like to know all that kind of action they can do in scene. Thank you for all nice video
these are all the commands I know about that are listed in the description under 'Noppes scene commands instructions ' - you can ask Noppes on discord if you thinkthere are more.
oh thank you very much. I thought they had more I hope i can make a map with this. Thank you for your videos
there is more command ???
In the description there is a link to all the commands
@@Daot I know I want say there not more options ?
Like Health or something
@@LescartoonsdeTIM this is just scenes, not scripting
@@Daot I know But There are not other options ???????
I need help
Ugh screw all the versions of minecraft past 1.7.10. 1.8 killed all the best mods. And it killed custom npcs. Cant even use this feature in 1.7.10
Hi, Daot I'm impressed about your Scripting knowledge in CustomNPCs. I waste a lot of time to find correct channel with scripting content, but I still has problem with scripted doors. I try to make MMORPG Adventure map but I still want to get something like yours creaction. Can you make a video about Scripted doors How to make like that: before Quest 1 Doors 1 locked after quest 1 doors open and maybe yours ideas i will be thankful.
Well there are many ways you could do this - even with iron doors and setting a redstone torch on quest complete -- but I'll show some scripted door examples too.
Check out my new door video
thanks
Чочо стоп чооооо эт как