starwarsmace Posted January 14, 2014 Posted January 14, 2014 Hello. I'm making a mod and wanted to make an item that when you right click it,zombies wont attack you. Does anyone have any suggestions? Quote I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!
starwarsmace Posted January 14, 2014 Author Posted January 14, 2014 Anyone? I really need this is in my mod. Quote I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!
shadowmage4513 Posted January 14, 2014 Posted January 14, 2014 Depending upon the mob (if it is vanilla or not), you may be able to simply remove the AI tasks from its AI, or insert/overwrite with your own tasks. This could be done with the EntityJoinWorld event. Another method might be to handle the LivingSetAttackTargetEvent, cancelling the target/overwriting the target for that entity. (Haven't played with this one myself...so..it _might_ be viable) A bit of a hackier method would be to use a tick-handler and examine entities near players, and remove/reset their AI target. There may well be other methods as well, as this is not something that I've looked into very much. Edit: these are methods that should work fine with vanilla entities. Handling mod entities will be hit-and miss depending upon whether they call the appropriate events and/or use the vanilla AI system. Quote
coolboy4531 Posted January 14, 2014 Posted January 14, 2014 Add a task in your Entity whenever your method is called which is right-click. You could look at EntityPigZombie and reverse the effects, as browsing through code is a great way to learn Quote
starwarsmace Posted January 16, 2014 Author Posted January 16, 2014 Depending upon the mob (if it is vanilla or not), you may be able to simply remove the AI tasks from its AI, or insert/overwrite with your own tasks. This could be done with the EntityJoinWorld event. Another method might be to handle the LivingSetAttackTargetEvent, cancelling the target/overwriting the target for that entity. (Haven't played with this one myself...so..it _might_ be viable) A bit of a hackier method would be to use a tick-handler and examine entities near players, and remove/reset their AI target. There may well be other methods as well, as this is not something that I've looked into very much. Edit: these are methods that should work fine with vanilla entities. Handling mod entities will be hit-and miss depending upon whether they call the appropriate events and/or use the vanilla AI system. Can you please give me code how to use those methods to stop vanilla zombies from attacking the player. I would greatly appreciate that. Quote I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!
citizenslave Posted January 16, 2014 Posted January 16, 2014 zombie.targetTasks.removeTask(zombie.targetTasks.taskEntries.get(1)); Let me know if it works, I didn't test it. You'll have an issue if it is supposed to be a "toggle" as the EntityZombie constructor code puts it into the array second, and if you add it back with zombie.targetTasks.addTask(2, new EntityAINearestAttackableTarget(zombie, EntityPlayer.class, 0, true)); it will be third. Adapt accordingly. Quote
starwarsmace Posted January 16, 2014 Author Posted January 16, 2014 Giving me errors in Eclipse. EntityZombie.targetTasks.removeTask(EntityZombie.targetTasks.taskEntries.get(1)); Errors: Multiple markers at this line - Cannot make a static reference to the non-static field EntityZombie.targetTasks - Cannot make a static reference to the non-static field EntityZombie.targetTasks Quote I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!
citizenslave Posted January 16, 2014 Posted January 16, 2014 Yeah, I missed that they weren't static...makes it a lot harder for me to test them now too...you'll have to get your item's right click target entity, check if it's a zombie, then run the code from my edit on the casted entity. public boolean itemInteractionForEntity(ItemStack itemStack,EntityPlayer player,EntityLivingBase target) { if (target.worldObj.isRemote) return false; if (target instanceof EntityZombie && ((EntityZombie) target).targetTasks.taskEntries.get(1) instanceof EntityAINearestAttackableTarget) { ((EntityZombie) target).targetTasks.removeTask((EntityAINearestAttackableTarget)((EntityZombie) target).targetTasks.taskEntries.get(1)); } return false; } Quote
citizenslave Posted January 16, 2014 Posted January 16, 2014 Third time's the charm. I actually tested it this time. @Override public boolean itemInteractionForEntity(ItemStack itemStack,EntityPlayer player,EntityLivingBase target) { player.sendChatToPlayer(ChatMessageComponent.createFromText("Activated.")); // Run locally only if (target.worldObj.isRemote) return false; player.sendChatToPlayer(ChatMessageComponent.createFromText("Testing for EntityZombie.")); if (target instanceof EntityZombie) { player.sendChatToPlayer(ChatMessageComponent.createFromText("EntityZombie, testing task.")); EntityZombie zombie = (EntityZombie) target; EntityAITaskEntry task = (EntityAITaskEntry) zombie.targetTasks.taskEntries.get(1); if (task.action instanceof EntityAINearestAttackableTarget) { player.sendChatToPlayer(ChatMessageComponent.createFromText("Task.")); player.sendChatToPlayer(ChatMessageComponent.createFromText("Removing.")); zombie.targetTasks.removeTask(task.action); player.sendChatToPlayer(ChatMessageComponent.createFromText("Tamed.")); } } return false; } Quote
citizenslave Posted January 16, 2014 Posted January 16, 2014 That will still allow a "tamed" zombie to attack villagers after the first right-click. After the second right-click, they won't attack villagers either. Cast the task.action and check the targetClass property against EntityPlayer.class to change this. Sorry for the screwups, still a newb to this and this was actually my first dive into the AI. Quote
starwarsmace Posted January 16, 2014 Author Posted January 16, 2014 It worked until this error came. ---- Minecraft Crash Report ---- // My bad. Time: 1/16/14 3:42 PM Description: Ticking memory connection java.lang.IndexOutOfBoundsException: Index: 1, Size: 1 at java.util.ArrayList.rangeCheck(Unknown Source) at java.util.ArrayList.get(Unknown Source) at rotten_flesh_mod.RottenFleshWandZombieTamer.itemInteractionForEntity(RottenFleshWandZombieTamer.java:29) at net.minecraft.item.ItemStack.func_111282_a(ItemStack.java:421) at net.minecraft.entity.player.EntityPlayer.interactWith(EntityPlayer.java:1257) at net.minecraft.network.NetServerHandler.handleUseEntity(NetServerHandler.java:846) at net.minecraft.network.packet.Packet7UseEntity.processPacket(Packet7UseEntity.java:36) at net.minecraft.network.MemoryConnection.processReadPackets(MemoryConnection.java:89) at net.minecraft.network.NetServerHandler.networkTick(NetServerHandler.java:141) at net.minecraft.network.NetworkListenThread.networkTick(NetworkListenThread.java:54) at net.minecraft.server.integrated.IntegratedServerListenThread.networkTick(IntegratedServerListenThread.java:109) at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:691) at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:587) at net.minecraft.server.integrated.IntegratedServer.tick(IntegratedServer.java:129) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484) at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:583) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace: at java.util.ArrayList.rangeCheck(Unknown Source) at java.util.ArrayList.get(Unknown Source) at rotten_flesh_mod.RottenFleshWandZombieTamer.itemInteractionForEntity(RottenFleshWandZombieTamer.java:29) at net.minecraft.item.ItemStack.func_111282_a(ItemStack.java:421) at net.minecraft.entity.player.EntityPlayer.interactWith(EntityPlayer.java:1257) at net.minecraft.network.NetServerHandler.handleUseEntity(NetServerHandler.java:846) at net.minecraft.network.packet.Packet7UseEntity.processPacket(Packet7UseEntity.java:36) at net.minecraft.network.MemoryConnection.processReadPackets(MemoryConnection.java:89) at net.minecraft.network.NetServerHandler.networkTick(NetServerHandler.java:141) -- Ticking connection -- Details: Connection: net.minecraft.network.NetServerHandler@a88cdff Stacktrace: at net.minecraft.network.NetworkListenThread.networkTick(NetworkListenThread.java:54) at net.minecraft.server.integrated.IntegratedServerListenThread.networkTick(IntegratedServerListenThread.java:109) at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:691) at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:587) at net.minecraft.server.integrated.IntegratedServer.tick(IntegratedServer.java:129) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484) at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:583) -- System Details -- Details: Minecraft Version: 1.6.4 Operating System: Windows 8 (amd64) version 6.2 Java Version: 1.7.0_45, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 211564048 bytes (201 MB) / 562561024 bytes (536 MB) up to 1301282816 bytes (1241 MB) JVM Flags: 0 total; AABB Pool Size: 1937 (108472 bytes; 0 MB) allocated, 1682 (94192 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 3, tcache: 0, allocated: 3, tallocated: 63 FML: MCP v8.11 FML v6.99.19.964 Minecraft Forge 9.11.1.964 5 mods loaded, 5 mods active mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available FML{6.99.19.964} [Forge Mod Loader] (forge-1.6.4-9.11.1.964-mcp.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Forge{9.11.1.964} [Minecraft Forge] (forge-1.6.4-9.11.1.964-mcp.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available examplemod{1.0} [Example Mod] (bin) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available rotten_flesh_mod{1.3} [Rotten Flesh Mod] (bin) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Profiler Position: N/A (disabled) Vec3 Pool Size: 765 (42840 bytes; 0 MB) allocated, 433 (24248 bytes; 0 MB) used Player Count: 1 / 8; [EntityPlayerMP['Player343'/282, l='Test World', x=-38.45, y=63.79, z=12.70]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge' Note: For some reason this error just comes up at random and crashed the game. Quote I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!
starwarsmace Posted January 16, 2014 Author Posted January 16, 2014 Please anyone? Quote I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!
TheGreyGhost Posted January 16, 2014 Posted January 16, 2014 Hi I've sent you a private message, have a look and send me back if it doesn't answer your question -TGG Quote
starwarsmace Posted January 16, 2014 Author Posted January 16, 2014 This was my code orignally public class RottenFleshWandZombieTamer extends Item{ public RottenFleshWandZombieTamer(int par1) { super(par1); } @Override public boolean itemInteractionForEntity(ItemStack itemStack,EntityPlayer player,EntityLivingBase target) { player.sendChatToPlayer(ChatMessageComponent.createFromText("Activated.")); // Run locally only if (target.worldObj.isRemote) return false; if (target instanceof EntityZombie) { player.sendChatToPlayer(ChatMessageComponent.createFromText("EntityZombie, testing task.")); EntityZombie zombie = (EntityZombie) target; EntityAITaskEntry task = (EntityAITaskEntry) zombie.targetTasks.taskEntries.get(1); if (task.action instanceof EntityAINearestAttackableTarget) { zombie.targetTasks.removeTask(task.action); } } }else{ return false; } return false; } } I changed it to this: public class RottenFleshWandZombieTamer extends Item{ public RottenFleshWandZombieTamer(int par1) { super(par1); } @Override public boolean itemInteractionForEntity(ItemStack itemStack,EntityPlayer player,EntityLivingBase target) { player.sendChatToPlayer(ChatMessageComponent.createFromText("Activated.")); // Run locally only if (target.worldObj.isRemote) return false; if (target instanceof EntityZombie) { player.sendChatToPlayer(ChatMessageComponent.createFromText("EntityZombie, testing task.")); EntityZombie zombie = (EntityZombie) target; if (zombie.targetTasks.taskEntries.size()!=0){ EntityAITaskEntry task = (EntityAITaskEntry) zombie.targetTasks.taskEntries.get(1); if (task.action instanceof EntityAINearestAttackableTarget) { zombie.targetTasks.removeTask(task.action); } } }else{ return false; } return false; } } It still doesn't work and gives me the same error. Please Help!!! Quote I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!
citizenslave Posted January 17, 2014 Posted January 17, 2014 It's happening on the third click after the tasks targeting players and villagers have both been removed. At that point, you only have one item left in the targetTasks list, and it's at index 0. If you change your conditional to: if (zombie.targetTasks.taskEntries.size() > 1){ Then it won't try to remove the task at index 1 when it doesn't exist. Quote
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