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Posted (edited)

I want the monster not to attack the player, this is my code

@Override
        public void onArmorTick(ItemStack stack, World world, PlayerEntity player) {
            if (player.isAlive() && Screen.hasShiftDown()) {
                if (hasFullArmor(player) && hasCorrectArmorOn(ArmorMaterial.SILK_NIGHT_ARMOR, player)) {
                    List<MobEntity> mobEntities = getNearbyEntities(player);
                    for (MobEntity mobEntity : mobEntities) {
                        Optional<LivingEntity> target = Optional.ofNullable(mobEntity.getTarget());
                        target.ifPresent(res -> {
                            if (target.get().getUUID().equals(player.getUUID())) {
                                mobEntity.setTarget(null);
                            }
                        });
                    }
                }
            }
            super.onArmorTick(stack, world, player);
        }

I don't know how to explain this situation, please watch my video

https://error-1254387167.cos.ap-chengdu.myqcloud.com/bugs-video.mp4

 

Sometimes it’s useful, sometimes it’s not.

All code has been executed

 

Edited by Spring
Posted
  On 12/7/2021 at 5:17 AM, Spring said:

I want the monster not to attack the player, this is my code

@Override
        public void onArmorTick(ItemStack stack, World world, PlayerEntity player) {
            if (player.isAlive() && Screen.hasShiftDown()) {
                if (hasFullArmor(player) && hasCorrectArmorOn(ArmorMaterial.SILK_NIGHT_ARMOR, player)) {
                    List<MobEntity> mobEntities = getNearbyEntities(player);
                    for (MobEntity mobEntity : mobEntities) {
                        Optional<LivingEntity> target = Optional.ofNullable(mobEntity.getTarget());
                        target.ifPresent(res -> {
                            if (target.get().getUUID().equals(player.getUUID())) {
                                mobEntity.setTarget(null);
                            }
                        });
                    }
                }
            }
            super.onArmorTick(stack, world, player);
        }

I don't know how to explain this situation, please watch my video

https://error-1254387167.cos.ap-chengdu.myqcloud.com/bugs-video.mp4

 

Sometimes it’s useful, sometimes it’s not.

All code has been executed

 

Expand  

 

Found the problem, getNearbyEntities parameter problem. But now the monster will look at me, is there a way to avoid it?

Posted

with the way you use, no. If you want to avoid that, you need to replace the Target Goal of the Entity. btw, this is the better way to prevent monsters from attacking the Player instead setting the target to null

 

Posted
  On 12/7/2021 at 9:59 AM, Luis_ST said:

with the way you use, no. If you want to avoid that, you need to replace the Target Goal of the Entity. btw, this is the better way to prevent monsters from attacking the Player instead setting the target to null

 

Expand  

What to replace the entity with?

Posted
  On 12/7/2021 at 1:31 PM, Luis_ST said:

No it's not, no less complicated than the code you are currently using, also your code is bad for performance since you run it each tick 

Expand  

like this ?

 

@Override
        public void onArmorTick(ItemStack stack, World world, PlayerEntity player) {
            if (invalid(player)) {
                List<MobEntity> mobEntities = getNearbyEntities(player);
                for (MobEntity mob : mobEntities) {
                    if (mob.getTarget() != null && mob.getTarget().getUUID().equals(player.getUUID())) {
                        mob.goalSelector.removeGoal(new NearestAttackableTargetGoal<>(mob, PlayerEntity.class, true));
                    }
                }
            }
        }

 

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