Posted February 28, 201411 yr Lets go to forward the main. Here is the code of my mob: package halflifemod.entity.monster; import halflifemod.client.model.ModelGonome; import halflifemod.client.model.ModelHeadcrab; import halflifemod.main.EntityFollowable; import halflifemod.main.mod_HalflifeMod; import org.lwjgl.opengl.GL11; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.entity.Entity; import net.minecraft.entity.EnumCreatureAttribute; import net.minecraft.entity.ai.EntityAIAttackOnCollide; import net.minecraft.entity.ai.EntityAIHurtByTarget; import net.minecraft.entity.ai.EntityAILookIdle; import net.minecraft.entity.ai.EntityAINearestAttackableTarget; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.monster.EntityMob; import net.minecraft.entity.monster.EntitySlime; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.util.DamageSource; import net.minecraft.util.MathHelper; import net.minecraft.world.World; public class EntityHeadcrab extends EntityMob { private int attackTimer = 0; public EntityHeadcrab(World par1World) { super(par1World); this.texture = "/mob/HL/Headcrab.png"; this.setSize(0.6F, 0.4F); this.moveSpeed = 0.23F; this.getNavigator().setAvoidsWater(true); this.targetTasks.addTask(1, new EntityAINearestAttackableTarget(this,EntityFollowable.class, 25.0F, 0, true)); } protected void entityInit() { super.entityInit(); this.dataWatcher.addObject(16, new Byte((byte)0)); } public int getMaxHealth() { return 8; } protected int getAttackStrength() { return 0; } protected boolean canDamagePlayer() { return true; } protected Entity findPlayerToAttack() { double d0 = 10.0D; return this.worldObj.getClosestVulnerablePlayerToEntity(this, d0); } public boolean attackEntityAsMob(Entity par1Entity) { if(!this.onGround) { boolean flag = par1Entity.attackEntityFrom(DamageSource.causeMobDamage(this), 4); this.playSound("headcrab.hc_headbite", 0.5F, 1.0F); return flag; } return super.attackEntityAsMob(par1Entity); } protected String getLivingSound() { return "headcrab.hc_say"; } protected String getHurtSound() { return "headcrab.hc_hurt"; } protected String getDeathSound() { return "headcrab.hc_die"; } protected void attackEntity(Entity par1Entity, float par2) { if (par2 > 2.0F && par2 < 6.0F && this.rand.nextInt(10) == 0) { if (this.onGround) { this.attackTimer++; if(this.attackTimer > 3) { double d0 = par1Entity.posX - this.posX; double d1 = par1Entity.posZ - this.posZ; float f2 = MathHelper.sqrt_double(d0 * d0 + d1 * d1); this.motionX = d0 / (double)f2 * 1.2D * 0.800000011920929D + this.motionX * 0.20000000298023224D; this.motionZ = d1 / (double)f2 * 1.2D * 0.800000011920929D + this.motionZ * 0.20000000298023224D; this.motionY = 0.5600000059604645D; this.playSound("headcrab.hc_attack", 1.0F, 1.0F); this.attackTimer = 0; } } } else { super.attackEntity(par1Entity, par2); } } @SideOnly(Side.CLIENT) public int getAttackTimer() { return this.attackTimer; } protected void dropFewItems(boolean par1, int par2) { super.dropFewItems(par1, par2); int j = this.rand.nextInt(3) + this.rand.nextInt(1 + par2); int k; for (k = 0; k < j; ++k) { this.dropItem(mod_HalflifeMod.headcrabSting.itemID, 1); } } public EnumCreatureAttribute getCreatureAttribute() { return EnumCreatureAttribute.ARTHROPOD; } public boolean isPotionApplicable(PotionEffect par1PotionEffect) { return par1PotionEffect.getPotionID() == Potion.poison.id ? true : super.isPotionApplicable(par1PotionEffect); } } So, there is actually his AI too. But when i put this: protected boolean isAIEnabled()// enable/disable ai { return true; } All of the code stop working. So mob doesnt attack as it was before i put isAIEnabled = true. How can i fix this? Really need your help.
February 28, 201411 yr Author You can either use the new ai (isAIEnabled = true) or don't use it. If you use it, your attack code must be done with AI-Tasks as well. How can i use all attack code i have in the task? Please help.
March 1, 201411 yr Author It will not work with copy and pasting. You have to actually understand the code and then adapt it for the tasks. Well, this AI doesnt even take my variables. It used to be an Entity, not EntityAIMyai. I dont really know how can i wrap up the code and left it the same...
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