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Showing content with the highest reputation on 07/13/18 in all areas

  1. I have gotten my model to animate, exactly the way I wanted it to. I am unsure as to exactly how and am going to attempt to recreate this in another separate workspace. And if it works then I am going to start working on a tutorial for it. I have updated my github repo with all the new files. Here are the links to the main files. Block File TileEntity File ClientProxy Armatures File ASM File
  2. Yes, that is the method I mentioned. You have to create your own version of that method, create your own version of the AI class that calls the method, then replace the AI every time an Enderman joins the world.
  3. AIFindPlayer is actually a sub-class within the EntityEnderman class itself. So just look at the source for the EntityEnderman class.
  4. Don't use GameRegistry.registerFuelHandler in your items class file override getItemBurnTime.
  5. You can replace any entity's AI with your own version, since their AI task list is a public list. So whenever an Enderman spawns you would clear the AI target list and recreate it, but using your own version of the EntityEnderman.AIFindPlayer. So basically you would create your own class and copy the AIFindPlayer code into it. But you would modify it by replacing all the calls to shouldAttackPlayer() with your own version that look for PUMPKIN or your other item. Then you would handle the entity joins world event, check if the entity is an instanceof EntityEnderman and if it is you would clear the AI target list, and rebuilt it using your version of the AI class.
  6. 1 point
    This means this is no longer the reccomend way to do this, typically it tells you the other method to use. In this case override getItemBurnTime in your items class.

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