Rideable Horses

Rideable Horses 3.1.11

Prevent being able to pickup mounts
Repeat stop commands to animals when spawning via command
Fixed animals running away when re-mounting a animal after dismounting it
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I know its been a while since this was updated, I wasn't just ignoring the issues but spent far too long trying to find work around's for a system that was never designed to work this way but I was persisting with it because it was lightweight in comparison to the only other obvious solution.

I eventually gave up and come up with a new system that is faster to process then the previous one which is still using the Navmesh for navigation but it is no longer using a NavmeshAgent to move around on it. This fixes all the bullshit issues with animals doing whatever the fuck they want, yay

I also fixed the typo that was making all animals invincible
Reduced turning speed so you can't spin around really fast
When dismounting a animal they will stay there for 30 seconds before running away
Amount of time a animal will stay stopped when using /stop command is now in the config

Added command "/spawnhorse <type>" to allow players to spawn the animal
Added permission "tsunhorse.spawnhorse" to use the spawn command
Added stored cooldowns for /stop and /spawnhorse, with configurable times in the config
Added config options to make stopped animals invincible so players cant use the commands to harvest animals
Added configurable walk/sprint speed settings for each animal type
This re-write should mostly fix issues mentioned in the support thread. There are still some, lets say quirks, for instance;
- Animals will not navigate off the nav mesh
- If you try riding in to a section where there is no nav mesh the animal will just turn away from it.
- If you try riding somewhere where you shouldn't be going (in to a rock, in to a base) the animal will turn away from it
- Some times certain animals decide to randomly change direction
- Chickens like to run by themselves :p
- There may be some bugs I haven't found

Regarding the nav mesh restriction; Yes I could remove that limitation from the plugin by writing my own movement system, however that level of control would come with a cost to server performance which would only be multiplied by the amount of simultaneous riders. I may do it in the future to see what exactly that cost is

For the moment this plugin will continue to not be for sale
i didn't realize this, but you can't download older versions of plugins on here even as a developer... I've bundled the working version. The 2.0 version is still broken It worked the week i put it out then some update happened to ai and it got messed up nothing i've done since fixes it. Use the older version inside the zip 1.5.1.
Smoother movement update to 2.0
I have rewritten a large portion of the movement script and it should have fixed many bugs. Please post in the thread if anything is buggy
Also a and d no longer rotate you the horse follows where you are aiming.
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fixed typo
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Fixed parenting issues causing the player to be in the floor
attempted to fix players getting on the same mount should work, but i could be wrong :p
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