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Manhunt_AI_v1.1.0.mcaddon

File nameManhunt_AI_v1.1.0.mcaddon
Uploader
PROGAMER91PROGAMER91
Uploaded
Aug 11, 2026
Downloads
3.7K
Size
10.4 KB
File ID
8622843
Type
R
Release
Supported game versions
  • 26.40

What's new

AI Manhunt — Changelog

Version: 1.1.0 | Update: AI Intelligence Update


🐛 Bug Fixes

  • Single-file Hunter Pathfinding: Fixed multiple hunters running in a straight single-file line toward the exact same point. They now spread out and approach from different angles instead of clumping together like duplicates of the same entity.
  • Sluggish Pillar/Tower Climbing: Fixed pillar/tower climbing being extremely slow and "struggling". Hunters were fighting their own climb due to a distance-check bug that sent conflicting navigation signals mid-climb. Climbing is now fast, clean, and aligns underneath the player before rising.

🧠 Smarter AI

  • Predictive Targeting: Hunters now lead a moving player instead of chasing their exact current position, making it much harder to simply outrun them in a straight line.
  • Flanking Behavior: When multiple hunters are active, each approaches from a different angle around the player and only converges once close, instead of all following the same path.
  • Combat Strafing: Hunters sidestep left and right during close combat instead of walking straight at the player, each on its own independent timing so groups of hunters don't move in sync.
  • Adaptive Sprint: Hunters speed up when far from the player to close distance quickly, then settle back to normal speed for precise combat once nearby.
  • Mine-Through-Walls: Hunters can now break through a single thin wall block when that is genuinely the fastest route, decided automatically by comparing it against going around or bridging. Indestructible blocks (bedrock, obsidian, command_block, structure_block, etc.) are permanently protected and will never be mined.

⚙️ Under the Hood

  • Distance checks near the player now use true 3D distance instead of horizontal-only distance, fixing several edge cases involving height differences.
  • Pillar climbing processes multiple blocks per tick instead of one, roughly doubling climb speed.
  • Every hunter now carries a persistent flank angle and a randomized combat phase, assigned at spawn.
  • A Pathfinder:* Extended with a new "mine" move type, weighed against walk/jump/fall/bridge costs so hunters always pick the genuinely shortest path.

🔧 Technical Details

  • Verified against @minecraft/server 2.8.0 and @minecraft/server-ui 2.1.0 — no API changes required.
  • All new script functions confirmed against official docs before implementation (getVelocity, addEffect, applyImpulse, block.typeId).
  • Shield-blocking detection was researched and confirmed NOT available in Bedrock's scripting API — intentionally left out rather than guessing at a non-existent method.
  • All JSON files validated and script syntax-checked before release.
  • Both Behavior Pack and Resource Pack versions aligned to 1.1.0.

  • Released by: PROGAMER91
  • Platform: Minecraft Bedrock Edition
  • Version: 1.1.0

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