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irludure

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Tree Puncher

Tree Puncher (2/8)

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  1. I already have a HurtByTargetGoal() setup and a MeleeAttackGoal(). They work correctly, I just can't seem to find out how to check if it is targeting something currently.
  2. So I made an elephant, but I'd like to make it so that when it is going towards a target, it uses a run animation instead of a walk animation. Here is my current code: private <E extends IAnimatable> PlayState predicate(AnimationEvent<E> event) { System.out.println("Attempting predicate..."); if (event.isMoving()) { System.out.println("IsMoving = true!"); if (getTarget() != null) { System.out.println("Target != null!"); event.getController().setAnimation(new AnimationBuilder().addAnimation("run", true)); } else { System.out.println("Target is null..."); event.getController().setAnimation(new AnimationBuilder().addAnimation("walk", true)); } return PlayState.CONTINUE; } event.getController().setAnimation(new AnimationBuilder().addAnimation("idle", true)); return PlayState.CONTINUE; } It uses the getTarget() method from the Mob class. However, it doesn't ever use the run animation, even if it is going after a mob. It still prints "Target is null...". And, the getTarget() method returns null everytime. Does anyone know how to fix this?
  3. Basically, I was wondering if it was possible to make it so that if I teleport somewhere, then on everyone else's screen, I don't just instantly teleport, but I have kind of like a motion blur effect on the character so that it looks like I just go somewhere very fast, rather than teleporting? Kind of like how the flash goes so fast that you can see the motion blur.
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