Posted August 12, 20214 yr The bool canBeLeasedTo works to put it on but the entity doesnt get pulled back by the lead. Please help
August 12, 20214 yr Author 28 minutes ago, diesieben07 said: Show your code. public class NimbatEntity extends BatEntity { public NimbatEntity(EntityType<? extends BatEntity> type, World worldIn) { super(type, worldIn); } public static AttributeModifierMap.MutableAttribute setCustomAttributes() { return MobEntity.func_233666_p_() .createMutableAttribute(Attributes.MAX_HEALTH, 1.0f); } @Override public boolean canBeLeashedTo(PlayerEntity player) { return true; } @Override public boolean canDespawn(double distanceToClosestPlayer) { return false; } }
August 12, 20214 yr Author 7 minutes ago, diesieben07 said: Bats do not use the normal AI system. The leashing code (updateLeashedState) is designed to work with the normal goal-based AI system. You'll have to override it and adapt it to the Bat's movement code. Any guidence on how i can adapt the code?
August 12, 20214 yr Author 5 minutes ago, diesieben07 said: Looking at the bat's movement code (updateAITasks) it seems it just picks a random position and fly straight there. You might get a reasonable result by making that pick the target of the leash if it is leashed instead of a random position. Ill try and ask if anything goes wrong thank you!
August 12, 20214 yr Author Do i override the updateAiTasks or still stay on the leasedstate? Also i suppose i have to add an if statement checking if the bat is leased in the else? else { if (this.spawnPosition != null && (!this.world.isAirBlock(this.spawnPosition) || this.spawnPosition.getY() < 1)) { this.spawnPosition = null; } if (this.spawnPosition == null || this.rand.nextInt(30) == 0 || this.spawnPosition.withinDistance(this.getPositionVec(), 2.0D)) { this.spawnPosition = new BlockPos(this.getPosX() + (double)this.rand.nextInt(7) - (double)this.rand.nextInt(7), this.getPosY() + (double)this.rand.nextInt(6) - 2.0D, this.getPosZ() + (double)this.rand.nextInt(7) - (double)this.rand.nextInt(7)); } double d2 = (double)this.spawnPosition.getX() + 0.5D - this.getPosX(); double d0 = (double)this.spawnPosition.getY() + 0.1D - this.getPosY(); double d1 = (double)this.spawnPosition.getZ() + 0.5D - this.getPosZ(); Vector3d vector3d = this.getMotion(); Vector3d vector3d1 = vector3d.add((Math.signum(d2) * 0.5D - vector3d.x) * (double)0.1F, (Math.signum(d0) * (double)0.7F - vector3d.y) * (double)0.1F, (Math.signum(d1) * 0.5D - vector3d.z) * (double)0.1F); this.setMotion(vector3d1); float f = (float)(MathHelper.atan2(vector3d1.z, vector3d1.x) * (double)(180F / (float)Math.PI)) - 90.0F; float f1 = MathHelper.wrapDegrees(f - this.rotationYaw); this.moveForward = 0.5F; this.rotationYaw += f1; if (this.rand.nextInt(100) == 0 && this.world.getBlockState(blockpos1).isNormalCube(this.world, blockpos1)) { this.setIsBatHanging(true); } } Here i mean. But also how do I take the lead position in the world?
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