Posted March 13, 20232 yr I'm trying to make a potion which when applied to a zombie will cause it to run away from the player till the effect is over, kind of like how skeletons run away from wolves. But I have currently no idea how do make the zombie do that. Is there a way to do that? Edited March 13, 20232 yr by PadFoot2008
March 13, 20232 yr You need to add a new AI task to the zombie (probably via mixins). Here is a similar example for creepers. (This goes with it.) I'm not good at modding, but at least I can read a crash report (well enough). That's something, right?
March 15, 20232 yr Author Thanks for the help. But I tried doing that but it isn't work. In fact, for some reason, none of the event classes or mixins added by me seem to work. Could there be a specific reason for that? Also adding breakpoints doesn't work too. It did use to work, but it suddenly stopped working. I've also been getting java.io.IOException each time I run the mod. Just for extra info, I'm using IntelliJ IDE.
March 15, 20232 yr Author Also what I'm trying to do is that holding this particular staff I made would cause Zombies to stay away from the player an eight block radius and any Zombies that're coming towards the player to attack them will quickly go out the radius as soon as the player brings the staff into their main hand. Could you also suggest a way to make that happen?
March 16, 20232 yr yeah but it will a little complex create an item and in the // ########## ########## ########## ########## @Override public void inventoryTick(ItemStack helditem, Level warudo, Entity entity, int slot, boolean p_41408_) { System.out.println("inventoryTick [" + slot + "], " + ((warudo.isClientSide)? "Local World":"Server World") ); check if its in player hand check surrounding area for zombie for any zombie finded check distance to player any zombie closer than 5 blocks knockback in the oposite direction of the player }
March 16, 20232 yr Author Thanks for replying. It does work except I can't seem to knock them back away from the player, instead they get pulled towards the player and stay at the player's location and when I switch to another item they get thrown away. How do I knock them back away from the player? Edited March 16, 20232 yr by PadFoot2008
March 16, 20232 yr Spoiler package mercbow.item.rod; import java.util.ArrayList; import mercbow.item.ItemInit; import mercbow.util.Postate; import mercbow.util.Target; import net.minecraft.core.BlockPos; import net.minecraft.core.particles.ParticleTypes; import net.minecraft.sounds.SoundEvents; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResultHolder; import net.minecraft.world.entity.LivingEntity; import net.minecraft.world.entity.ai.attributes.Attributes; import net.minecraft.world.entity.item.ItemEntity; import net.minecraft.world.entity.player.Player; import net.minecraft.world.item.Item; import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.Level; import net.minecraft.world.level.block.AbstractCauldronBlock; import net.minecraft.world.level.block.Blocks; import net.minecraft.world.level.block.state.properties.BlockStateProperties; import net.minecraft.world.level.block.state.properties.DirectionProperty; import net.minecraft.world.level.material.Material; import net.minecraft.world.phys.AABB; import net.minecraft.world.phys.Vec3; public class knockback_rod extends Item { public static final DirectionProperty FACING = BlockStateProperties.FACING; // ########## ########## ########## ########## public knockback_rod(Properties propiedad) { super(propiedad); } // ########## ########## ########## ########## @Override public InteractionResultHolder<ItemStack> use(Level warudo, Player pe, InteractionHand hand) { // System.out.println("\n\n\n\n USE "); ArrayList<LivingEntity> lista = there_is_LivingEntity_around(warudo, pe.blockPosition()); // knockbakear float knockback = 1.0F; double d0 = Math.max(0.0D, 1.0D); Vec3 vec3 = pe.getDeltaMovement().multiply(1.0D, 0.0D, 1.0D).normalize().scale((double) knockback * 0.6D * d0); for (LivingEntity coso : lista) { System.out.println("coso=>" + coso.getName().getString().toString()); coso.push(0.5D, 0.5D, 0.5D); //math need here player pitch/yaw to x y z } return InteractionResultHolder.pass(pe.getItemInHand(hand)); } // ########## ########## ########## ########## // @Override public static ArrayList<LivingEntity> there_is_LivingEntity_around(Level warudo, BlockPos pos) { AABB bb = new AABB(pos).inflate(10.0F); ArrayList<LivingEntity> lista = new ArrayList<LivingEntity>(); for (LivingEntity entity1 : warudo.getEntitiesOfClass(LivingEntity.class, bb)) { if(!(entity1 instanceof Player)) { lista.add(entity1); } } return lista; } // ########## ########## ########## ########## } this part i also need this for another idea i have in this point is need to do some math is need to convert the rotation of the player to x/y/z values probably a math.sen math.cos of the player y rot and multiply it for the streng of the push coso.push(x * str, y * str, z * str);
March 16, 20232 yr On 3/15/2023 at 4:23 AM, PadFoot2008 said: In fact, for some reason, none of the event classes or mixins added by me seem to work. Could there be a specific reason for that? Are you sure that you have the mixins defined in a mixins file? Are you sure that your build.gradle recognizes the file? I'm not good at modding, but at least I can read a crash report (well enough). That's something, right?
March 17, 20232 yr do not use mixins for this. maybe you'll need access transformers for some fields (where the zombie is trying to walk to) but you do not need mizins. respond to "entity joins world". add your ai goal to zombies list of goals.
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