Everything posted by HappleAcks
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How to make a mob extend Render Biped without being a biped?
I've already done some custom item rendering for some special weapons which uses the IItemRender and whatnot, is this the idea you are suggesting?
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How to make a mob extend Render Biped without being a biped?
So, I basically want to make my mob hold a weapon. I have all the code in place, except in the render to hold the item it seems to need to extend RenderBiped, but the model isn't a biped. What would be a smart approach of going about this?
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How to scale up weapon you're holding?
All works now, thanks guys!
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How to scale up weapon you're holding?
That makes it appear, however it is at the wrong angle. Is there a way to rotate/flip it?
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How to scale up weapon you're holding?
Ah yes, so no errors and the game loads, but now my weapon appears invisible. My render file: My main file related stuff:
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How to scale up weapon you're holding?
When I put in the line: MinecraftForgeClient.registerItemRenderer(HawkshotRifle.class, new RenderRifle()); I am told that registerItemRenderer isn't applicable for the arguments and it gives an error. Very helpful! But having same problem as above.
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How to scale up weapon you're holding?
So if I have a weapon, like a sword... How can I visually scale it up in game so it looks bigger when you hold it? (hitbox doesn't need to change) edit: Scaling is working, but it's at the wrong angle. Is there a way to rotate or flip it?
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Projectile not rendering texture
Fixed it, thanks a bunch!
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Projectile not rendering texture
It's very extensive, but everything related to the projectile can be found here: public class darkCaves { @EventHandler public void PreInit(FMLPreInitializationEvent event){ EntityRegistry.registerModEntity(EntityDischargeShot.class, "DischargeShot", 200, this, 120, 3, true ); proxy.RenderInformation(); } }
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Projectile not rendering texture
Oh, that's already there, just forgot to include it.
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Projectile not rendering texture
The weapons shoots fine but the projectile is invisible. Also, is it possible to scale up the size of an item (weapon) the player is holding, and if so, how? Entity Code: Render Code: Main Class Code: Client Proxy Code:
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Mob holds item, but I can't see it.
Still can't seem to get it to work, and I don't know how to make the Render extend biped while not being a biped. My render file:
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Mob holds item, but I can't see it.
I think it's evident I don't know how to do it, that's why I am asking here.
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Mob holds item, but I can't see it.
- Mob holds item, but I can't see it.
Yes, the mob shows up fine, animations work and everything.- Mob holds item, but I can't see it.
So, it seems to have worked somewhat, as the mob now drops used bows, but I still don't see a visual bow being held.- Mob holds item, but I can't see it.
Unfortunately adding this didn't help, unless was I supposed to add this to the Render file? setWeaponorEquipment doesn't appear to be a valid method.- Mob holds item, but I can't see it.
Hi, so I have a ranged mob that is meant to hold a bow, but I can't see the bow. I'm not sure if I'm supposed to add anything to my render file, but here is all related code to the entity file:- How to make mob apply potion effect. [Code not working]
Changing it to this worked, thank you!- How to make mob apply potion effect. [Code not working]
I've also tried using EntityPlayer instead of EntityLiving but it just crashes the game when the mob hits me.- How to make mob apply potion effect. [Code not working]
I currently have the following code, but my mob doesn't apply potion effects when it hits you. @Override public boolean attackEntityAsMob(Entity par1) { if (super.attackEntityAsMob(par1)) { if (par1 instanceof EntityLiving) { ((EntityLiving)par1).addPotionEffect(new PotionEffect(Potion.blindness.id, 12 * 20, 0)); } return true; } else return false; }- Mob AI bug, randomly just stands still, knocking up instead of back.
Hi, So I'm having two issues with the AI of this mob. Issue#1: Sometimes the mob randomly just decides to stop chasing and bounces up and down for a few seconds before resuming chasing. Issue#2: No matter how I change the line : addVelocity(this.motionX * 2.0D, 2.0D, this.motionZ * 2.00D); , the mob always knocks me up into the air rather than backwards. It also only knocks me up after I hit it at least once. When I don't use the new AI, neither of these happen but I can't get the mob to move above normal speed.- Mob refuses to move faster, but will move slower when adjusting attributes?
Oh right, you aren't using the new AI... maybe try that instead? Take a look at a vanilla mob such as the zombie to see what kinds of AI you can add. My mob was using the AI system and the speed worked correctly, though I haven't looked through the code to find out why. Worked, thanks.- Mob refuses to move faster, but will move slower when adjusting attributes?
I've tried setting it at 3.0D, 50.0D, 300.0D. Doesn't affect anything. Then you probably need to turn on the AI, because it is not enabled by default in EntityMob: @Override protected boolean isAIEnabled() { return true; } Adding below the attributes section just makes my mob stand there, and he doesn't use his AI anymore.- Mob refuses to move faster, but will move slower when adjusting attributes?
I've tried setting it at 3.0D, 50.0D, 300.0D. Doesn't affect anything. - Mob holds item, but I can't see it.
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