Everything posted by Xawolf
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Mob Model Size
OHMAGERSH IT WORKED!!!!! But in all seriousness, thank you a ton.
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Mob Model Size
Thank I will go try that now.
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Mob Model Size
How do you increase the overall size of a mob model? Like how zombies and giants share the same texture and model but one is a lot bigger than the other? I've looked into slime and giant code and not found anything super useful. Is there a built in method or an easy way to transfer the giants code into another model code?
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Neutral EntityMob Extension
Yeah too bad for me. This topic should honestly be abandoned. Sorry for wasting your time.
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Neutral EntityMob Extension
Darn it. This is the forum that doesn't support previous versions isn't it? Sorry
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Neutral EntityMob Extension
Is there a way override the findPlayerToAttack() within the EntityMob class within a mob that is an extension of EntityMob? I'm trying to make a neutral EntityMob extension. One that attacks players only if they attack it.
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Short-Range Teleport Player To Look Direction
I know I'm late to the party, but this was the most elaborate work done on the subject I could find, so if there is anyone left listening, can someone help me make an item that does this? The code is not working and I barely understand what it's doing.
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[1.10.2]Problem with Entity Hitting with Sword
@terraya Mobs can't click. If you have a weapon that does something when you hit something else, it won't work when a mob uses it since the mob isn't specifically programmed to do what the sword does. Basically, the swords code only runs if a PLAYER uses it. If you wanted a mob to have the same effect you would have to hard code it into the mob.
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[1.10.2] Special effect on button press.
You could also try a method more like this. It works with items, but I don't know about armor.
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Projectile With Continuous Block Destruction
But how would one bypass that? Would it be possible to noClip the projectile or write a method that keeps the projectile alive? Or perhaps a method of destroying every block from where the player is to the end of the loaded chunks?
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Projectile With Continuous Block Destruction
Hmm while that is true there must be something else going on here because it shows no improvement.
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Projectile With Continuous Block Destruction
Thanks for the reply. I think you are right about the Impact method setting it dead, so I made my own method that should activate constantly and I kept the Impact method for damage dealing, but now only the damage dealing works. (And as predicted it sets dead after it hits an entity) This means my method is not running for some reason. Edited Code:
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[1.10.2]Problem with Entity Hitting with Sword
I suggest you create your own damage source with that custom death message and program it into the mob. I haven't done this my self, but it's the most help I can provide you with.
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Projectile With Continuous Block Destruction
I'm designing an endgame gun that fires a projectile that destroys anything from point A to point B using the destroyBlock code and looping it. When I fire it, it destroys one block and sets itself to dead even though there isn't a setDead in the entityprojectile code at all. Code I run: Any tips are appreciated.
- Pistol Reload Fail
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Pistol Reload Fail
I'm adding a gun item to my mod and it has a cool down. I have a system that works I'd say 20-10% of the time. When I fire the gun, it spawns a bullet and then instantly despawns it, but other times it works. code for gun:
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Mob attack all other mobs but not itself.
Fair enough. Thanks.
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Mob attack all other mobs but not itself.
Actually I just realized how little I know about EntityAI class creation. How would I start?
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Mob attack all other mobs but not itself.
Thanks. I will go do that now.
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Mob attack all other mobs but not itself.
I'm making a zombie that kills everything except itself and the player if he is wearing a specific helmet. I got the helmet code from the enderman, but I can't get the zombies to stop killing each other. I used this method to make them so genocidal. this.targetTasks.addTask(4, new EntityAINearestAttackableTarget(this, EntityLiving.class, 0, false, true)); Unfortunately, this zombie is a part of EntityLiving so it attacks its own kin. How do I fix this?
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Villager that defends himself.
Oh my gosh you are a genius! Thank you for your help. The errors are gone. I hope you win the lottery or something.
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Villager that defends himself.
EntityAINearestAttackableTarget requires ATTACK_ENTITIES to be a class. When I changed it to one it told me that hashSet can't be a class and Eclipse's only fix for it is changing it back to a HashSet<Class>, which brings us back to the EntityAINearestAttackableTarget requiring ATTACK_ENTITIES to be a class.
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Villager that defends himself.
Hmm, doesn't exactly work any better. Although thanks for reminding me about that.
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Villager that defends himself.
It's a bit unorganized because I just scrapped it together today, but here you go:
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Villager that defends himself.
Ok, I replaced EntityAITargetNonTamed for EntityAITarget and reimported everything. This has minimized the errors to EntityAITarget and @Nullable. Eclipse says EntityAITarget can't be instantiated and @Nullable can't be resolved to a type.
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