Posted July 19, 20241 yr I have a mob that uses the HumanoidMobRenderer. It is meant to look like another player. public class VisitorMobRenderer extends HumanoidMobRenderer<VisitorMobEntity, PlayerModel<VisitorMobEntity>> { I have basically no custom rendering code. Just some logic for loading custom skins. https://github.com/bradsk88/Questown/blob/0d913c9bf06bb6b2de981717d2a38e182d9669ca/src/main/java/ca/bradj/questown/mobs/visitor/VisitorMobRenderer.java#L14 I've tried to call the "swing" method from the server side, which should publish a message to the client side. But I'm not seeing any animation. ((LivingEntity)mcExtra.entity()).swing(InteractionHand.MAIN_HAND); https://github.com/bradsk88/Questown/blob/0770d0d161a92d69f0749832552671b781360a64/src/main/java/ca/bradj/questown/jobs/declarative/RealtimeWorldInteraction.java#L284 Any suggestions to get my mob's arm swinging? Edited May 8May 8 by bradsk88
February 18Feb 18 Author Bumping this. I've tried to solve it a few times, but I can't find anything that works Edited May 8May 8 by bradsk88
May 7May 7 I managed to do it by overriding the "doHurtTarget" method. @Override public boolean doHurtTarget(Entity target) { this.swing(InteractionHand.MAIN_HAND); return super.doHurtTarget(target); }
May 8May 8 Author Finally solved this after looking a bit closer at the `Monster` class. I needed to override the `aiStep` method, adding a call to `updateSwingTime`. This makes `entity.swing()` trigger an animation. @Override public void aiStep() { this.updateSwingTime(); super.aiStep(); } Edited May 8May 8 by bradsk88
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.