Posted May 8, 201411 yr So I currently have a ranged mob, which will fire at me and then fire in that direction 5ish times before deciding to change it's direction and fire at me again. It repeats this at all times. public class EntityBoomer extends EntityMob implements IRangedAttackMob { private EntityAIArrowAttack aiArrowAttack = new EntityAIArrowAttack(this, this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).getAttributeValue(), 20, 60, 15.0F); public EntityBoomer (World par1World) { super(par1World); float moveSpeed = 0.45F; this.tasks.addTask(7, new EntityAIArrowAttack(this, this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).getAttributeValue(), 20, 64.0F)); this.tasks.addTask(1, new EntityAISwimming(this)); this.tasks.addTask(2, new EntityAIRestrictSun(this)); this.tasks.addTask(5, new EntityAIWander(this, moveSpeed)); this.tasks.addTask(6, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F)); this.tasks.addTask(6, new EntityAILookIdle(this)); this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, false)); this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true)); this.setSize(0.6F, 2.3F); // TODO Auto-generated constructor stub } protected String getLivingSound(){ return "eternisles:BoomerLiving"; } protected String getDeathSound(){ return "eternisles:BoomerDeath"; } protected String getHurtSound(){ return "eternisles:BoomerHit"; } @Override public void onLivingUpdate(){ super.onLivingUpdate(); } @Override protected void entityInit() { super.entityInit(); this.dataWatcher.addObject(16, new Integer(5)); } @Override public void applyEntityAttributes(){ super.applyEntityAttributes(); this.getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(6.0D); this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(0.5D); this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(10.0D); } @Override public boolean isAIEnabled() { return true; } @Override public void attackEntityWithRangedAttack(EntityLivingBase var1, float f){ EntityBoomerBallvar2 = new EntityBoomerBall(this.worldObj, this, 4.0F); this.playSound("random.bow", 1.0F, 1.0F / (this.getRNG().nextFloat() * 0.4F + 0.8F)); this.worldObj.spawnEntityInWorld(var2); } }
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