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Xawolf

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Everything posted by Xawolf

  1. OHMAGERSH IT WORKED!!!!! But in all seriousness, thank you a ton.
  2. Thank I will go try that now.
  3. 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?
  4. Yeah too bad for me. This topic should honestly be abandoned. Sorry for wasting your time.
  5. Darn it. This is the forum that doesn't support previous versions isn't it? Sorry
  6. 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.
  7. 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.
  8. @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.
  9. You could also try a method more like this. It works with items, but I don't know about armor.
  10. 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?
  11. Hmm while that is true there must be something else going on here because it shows no improvement.
  12. 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:
  13. 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.
  14. 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.
  15. Well crap. Sorry.
  16. 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:
  17. Fair enough. Thanks.
  18. Actually I just realized how little I know about EntityAI class creation. How would I start?
  19. Thanks. I will go do that now.
  20. 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?
  21. Oh my gosh you are a genius! Thank you for your help. The errors are gone. I hope you win the lottery or something.
  22. 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.
  23. Hmm, doesn't exactly work any better. Although thanks for reminding me about that.
  24. It's a bit unorganized because I just scrapped it together today, but here you go:
  25. 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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