Faction Mobs
Command a mob army to fight for your team
Want some guards to defend your territory? Faction Mobs allows you to spawn mobs aligned to your team! They'll attack enemy players and monsters! You can even order your mobs around. Make them follow you or patrol an area.
Supports:
- Factions (Including Factions UUID)
- Towny
- SimpleClans
- Kingdoms
- Feudal
Mob Types:
There are 5 mob types:Swordsman
- Sword wielding
- Base class: Skeleton with sword
- Archer
- Bow wielding
- Base class: Skeleton with bow
- Mage
- Potion throwing
- Base class: Witch
- Titan
- Base class: Iron Golem
- SpiritBear
- Base class: Polar Bear
The swordsman and archer will equip full leather armor dyed to a color of your choice.
You can modify mob attributes in the config, and you may disable them selectively if you wish.
If Lib's Disguises is used, the swordsman, archer, and mage will use player skins.
Behavior:
Your faction mobs will automatically categorize any units it meets as enemy, friendly, or neutral.
Players and faction mobs from enemy factions will be considered enemies. If set in the options, hostile mobs will also be considered enemies, with the exception of the creeper, which it will never attack. Players and faction mobs from your own and allied factions will be considered friendly. All other units are neutral.
Your faction mobs will automatically attack hostile units. It will defend itself when attacked by neutral units. It will never attack friendly units.
Note that the Mage and Archer have some rather bad aim, and may accidentally attack friendly units. You can prevent damage from friendly fire by setting noFriendlyFire to true in the config.
The config file contains many options to set various attributes to the mobs. Please look through it.
Additional Information:
- Mobs still use their original AI, just slightly modified. This means they will use the same movement patterns when attacking as they normally do.
- I used some of the obfuscated functions from Craftbukkit. This means that the plugin will only work for the version it was released for.
- The mobs are saved in file separate from the rest of the world. If you change the name of your world, the faction mobs will not transfer with it.
- If your server is prone to crashing, it is recommended you turn on the autoSave function in the config file.
- This plugin utilizes Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
- The Factions version
- Note to other devs: Faction Mobs custom entities have "CustomEntity" and "FactionMob" metadata tags
Reporting a Bug:
- Server type and version
- "Factions" plugin and version
- FactionMobs version
- error.log file if relevant
- Steps to reproduce the problem
Fan-Made Tutorial Video:
@xwerffx
I purposely changed it a while back to do this, but I guess I could revert that change...
@Scyntrus
Well i want compatible for the damange of unarmed, axes and swords. With unarmed, and axes the took the usual damange, and with the serrated strikes of teh swrod they don tahe the 25% more of damange.
@xwerffx
In what way did you want it mcmmo compatible? I marked all my faction mobs as npcs to mcmmo doesn't interact with them.
Hi Scytrus, in our comunity we love your plugin :D its a lot cool :D but...
Please can you make your plugin mcmmo compatible?? Please :D
@ActimelPL
There is no way to make faction mobs spawn naturally.
Hi! Is there a way to make mobs naturally spawn on the Faction's territory? (Like normal mobs) Im asking because it would be hard for me to dynamically change every command block on the map, after other faction capture the land. It would be great if You could help me with this problem :) Cheers!
@PlayMinefall
Right click it with an apple.
how do you feed the guard to restore hp?
Also, would be nice if we could set the max per each unit type they could spawn as well - I want to limit them to 1 titan.
@PlayMinefall
tpHome teleports mobs to where you first spawned them. tpHere teleports mobs to the player.
I'll take a look at the mage.
Edit: I personally haven't found a problem with the mage, it seems to follow orders fine. Can you explain more?
tested this on my server using your Faction Mobs v2.5 for Factions 2.0.5
Mage's can't be ordered, not sure way, the rest follow's orders fine.
Gave this permission to default group
fmob.order.tp
my players are still unable to teleport their mobs home.
@parrothead1337
This is an issue with v2.41 cause by a change in the AI of PigZombies in CB 1.6. It has been fixed in v2.5.
@WanderingSoulofTime
Faction Mobs supports Factions and only Factions. I am also developing Towny Mobs, which supports Towny. There is no plan to include support for ANY other groups plugin.
Hello! Awesome mod, but i have a slight question.
Can you make it so that it also works with seeing who's enemies and allies with War?
I'm experiencing a problem with faction mobs where the mobs can't perform movement actions (naturally or through /fm order follow and clicking on the mob) unless they are trying to attack something. This occurs even when I have only bpermissions, factions, mcore, and factionmobs running on the server.
Config pastebin - http://pastebin.com/XWDAe9nW
Screenshot (I had punched one so they all seperated from looking like 1 entity) - http://imgur.com/b3NizhV
Running:
Latest spigot #2854 of Craftbukkit (craftbukkit produces the same problem as spigot).
Faction Mobs v2.41 for Factions 2.0.3
Factions 2.0.3
MCore 6.5.2
edit:
Spawning them in via:
"/fmc SWORDSMAN Human WORLD -7074 81 791 WANDER"
@GreenGrizzlyBear
Unfortunately due to the way inherited entities work, the archer will be considered a skeleton, the mage a witch, the swordsman a pigman, and the titan a golem. You will have to exclude all four of these types.
Edit: I've found a workaround to your problem. Basically, I can add a feature that instantly respawns any mobs that were killed by other plugins.
@Scyntrus
May have found a compromising loophole, ClearLagg [atleast i think this is it]
allows you to pick mobs, and items you dont want to remove, MAYBE if i add these, and in emergencies use /killall but generally use /lagg killmobs,
thanks
@GreenGrizzlyBear
Unfortunately, I cannot change how other plugins interact with faction mobs. As for the damage, I was under the impression that CB 1.6 now supports decimals for their health and damage values. You could try that.
@Scyntrus
Is there anyway to make it so they don't get removed on /killall or /lagg killmobs?
The only flaw.
And maybe perhaps a configurable amount of HALF hearts of damage per attack
2 being 1 heart
4 being 2 hearts
and so on?
Other than those, its perfectly legitly awesome :D
@ikarirain
I put a post on the forums and it's been over a week with no response... I don't see what else I can do.
@Scyntrus
Would it help if I post a request on the MCPC forum support board for assistance in resolving the incompatibilities? MCPC Plus is often used by many server owners to combine the use of Forge mods and Craftbukkit plugins, and it seems like they do what they can to provide support to as many plugins as they can.
@ikarirain
Yes, I just tried and it seems my plugin is not compatible with MCPC. I tried looking into the MCPC jar to see what the problem was and I'm at a compete loss as to how it works. Sorry.