DaNatin Posted August 7, 2013 Posted August 7, 2013 For some odd reason... my mobs MOVE VERY SLOW. I set my this.setAIMoveSpeed() to 1.0F (AND THAT'S FAST). Now when I'm in-game... sometimes, the mobs actually move at a fast pace, but they teleport to their previous location, as if it was the server lagging. Here is my entitymob code: package assets.cutiesmod.entity; import net.minecraft.entity.EnumCreatureAttribute; import net.minecraft.entity.ai.EntityAIAttackOnCollide; import net.minecraft.entity.ai.EntityAIBreakDoor; import net.minecraft.entity.ai.EntityAIHurtByTarget; import net.minecraft.entity.ai.EntityAILeapAtTarget; import net.minecraft.entity.ai.EntityAILookIdle; import net.minecraft.entity.ai.EntityAIMoveThroughVillage; import net.minecraft.entity.ai.EntityAIMoveTowardsRestriction; import net.minecraft.entity.ai.EntityAINearestAttackableTarget; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.boss.IBossDisplayData; import net.minecraft.entity.monster.EntityMob; import net.minecraft.entity.monster.EntitySlime; import net.minecraft.entity.passive.EntityVillager; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.world.World; import assets.cutiesmod.common.CutiesMod; public class EntitySquishy extends EntityMob implements IBossDisplayData { public EntitySquishy(World par1World) { super(par1World); this.setAIMoveSpeed(1.0F); this.isImmuneToFire = true; this.tasks.addTask(0, new EntityAISwimming(this)); this.tasks.addTask(1, new EntityAILeapAtTarget(this, 0.4F)); this.tasks.addTask(0, new EntityAIAttackOnCollide(this, EntityPlayer.class, 1.0D, false)); this.tasks.addTask(0, new EntityAIAttackOnCollide(this, EntityMaleCutie.class, 1.0D, true)); this.tasks.addTask(2, new EntityAIMoveTowardsRestriction(this, 1.0D)); this.tasks.addTask(3, new EntityAIMoveThroughVillage(this, 1.0D, false)); this.tasks.addTask(4, new EntityAIWander(this, 1.0D)); this.tasks.addTask(5, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F)); this.tasks.addTask(5, new EntityAILookIdle(this)); this.targetTasks.addTask(2, new EntityAIHurtByTarget(this, true)); this.targetTasks.addTask(0, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true)); this.targetTasks.addTask(0, new EntityAINearestAttackableTarget(this, EntityMaleCutie.class, 0, false)); } public int getMaxHealth() { return 500; } public int getMaxDamage() { return 16; } protected void dropFewItems(boolean par1, int par2) { int j = this.rand.nextInt(2 + par2); int k; for (k = 0; k < j; ++k) { this.dropItem(CutiesMod.ItemCutieSoul.itemID, 4); } j = this.rand.nextInt(2 + par2); for (k = 0; k < j; ++k) { this.dropItem(Item.slimeBall.itemID, 10); } } public EnumCreatureAttribute getCreatureAttribute() { return EnumCreatureAttribute.UNDEAD; } protected String getLivingSound() { return "mob.enderdragon.growl"; } /** * Returns the sound this mob makes when it is hurt. */ protected String getHurtSound() { return "mob.enderdragon.hit"; } /** * Returns the sound this mob makes on death. */ protected String getDeathSound() { return "mob.wither.death"; } } All of my mobs do this... BUT I DON'T KNOW WHY! Quote
GotoLink Posted August 7, 2013 Posted August 7, 2013 You didn't change it into the Attribute map, so server is desync. Quote
DaNatin Posted August 7, 2013 Author Posted August 7, 2013 Can you tell me the code on how to do that exactly... thnx in advanced Quote
GotoLink Posted August 7, 2013 Posted August 7, 2013 Override like this for example. @Override protected void func_110147_ax() { super.func_110147_ax(); this.func_110148_a(SharedMonsterAttributes.field_111263_d).func_111128_a(your_speed_value_here); } Quote
DaNatin Posted August 8, 2013 Author Posted August 8, 2013 I already added that to my Entity File(Under the Tasks method), but it's still moving VERY sllow Quote
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