Posted December 7, 20213 yr 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 December 7, 20213 yr by Spring
December 7, 20213 yr Author 4 hours ago, 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 Found the problem, getNearbyEntities parameter problem. But now the monster will look at me, is there a way to avoid it?
December 7, 20213 yr 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
December 7, 20213 yr Author 1 hour ago, 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 What to replace the entity with?
December 7, 20213 yr Not the Entity itself, the TargetGoal of the Entity. If you want to do that, create a custom TargetGoal and replace it in EntityJoinWorldEvent
December 7, 20213 yr Author 28 minutes ago, Luis_ST said: Not the Entity itself, the TargetGoal of the Entity. If you want to do that, create a custom TargetGoal and replace it in EntityJoinWorldEvent so complicated
December 7, 20213 yr 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
December 12, 20213 yr Author On 12/7/2021 at 9:31 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 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)); } } } }
December 12, 20213 yr 3 hours ago, Spring said: like this ? no: On 12/7/2021 at 12:24 PM, Luis_ST said: replace it in EntityJoinWorldEvent also this won't work: 3 hours ago, Spring said: mob.goalSelector.removeGoal(new NearestAttackableTargetGoal<>(mob, PlayerEntity.class, true)); first you need to use the targetSelector, second use GoalSelector#getAvailableGoals
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