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nosrick's Achievements

Tree Puncher

Tree Puncher (2/8)



  1. This sounds a lot like a Java question, and it also sounds like you might be using the static keyword. Post some code, I'll take a look.
  2. Has anyone got any idea why this might be happening? Should I try switching the Entity to inherit from EntityTameable, and use the vanilla EntityAIFollowOwner? If I did, how would I set the owner the moment the egg hatched, rather than when it was fed a certain item?
  3. Oh, right! Now I get it. Thanks for clearing that up. I pretty much copied the way EntityAIFollowOwner does it, except I don't use data watchers because I am not familiar with them. A UUID is used in the Entity, because it is passed in from the egg it hatches from. An EntityPlayer is used in the AI, because otherwise I'd be calling worldObj.func_152378_a(UUID) all the time to get one for the information required to move towards it.
  4. Forgive my ignorance, but I'm not sure what you mean. Is it in two places?
  5. In the Entity's readFromNBT(NBTTagCompound), line 196. m_FollowAI.SetOwner(m_OwnerID, m_OwnerDimension);
  6. Here's the Entity: http://pastebin.com/QVCgMT4A And here's the following AI, where the owner is being set: http://pastebin.com/gDmMyiqa
  7. I'm not sure I can, since the loading occurs in the entity class. Is there a way for me to check when the player logs in, inside of that class? Just did the dimension saving thing; it made no difference, still returns null.
  8. World.func_152378_a(UUID) is supposed to return an EntityPlayer, but when I try to call it with a saved player ID (at world load, using NBT tags), it returns null. Does anyone know what I'm doing wrong?
  9. You shouldn't be storing the player, store their UUID, like so: protected UUID m_ownerID; Save it to NBT by writing it to a string, then load it from string and use UUID.fromString(string) to get it back.
  10. I'll elaborate: I realise there's one renderer for all entities, yes. What I'm doing is saving the age within the entity, then when the entity changes life stages, it sets a static ModelBase in the renderer to the new model, then changes the model field at the start of every render call. Feels pretty hacky, but it gets the job done. ...I also get the feeling this shouldn't work. But it does, so yay!
  11. [move]TRIPLE COMBO POST[/move] So I solved it. I just set the super's mainModel to the static model I have in my renderer, which can be changed by calling a function. It seems to work just fine.
  12. Are there any good, 1.7.10 tutorials on custom mob rendering? I'm utterly useless when it comes to graphics programming, so I could use all the help I can get. Sorry for the double post.
  13. My graphics programming skills are awful, so I call super.doRender and leave it at that. That's going to stop me changing my model, isn't it?
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