Posted August 24, 201411 yr I have a problem with a mob I have made. I am trying to spawn it with a custom item. But if I spawn it with a custom item my mob falls just through the ground. Here is the mob class: I have copied the most from EntityCow public class EntityUndeadMage extends EntityAnimal{ private static final String __OBFID = "CL_00001640"; public EntityUndeadMage(World p_i1683_1_) { super(p_i1683_1_); this.setSize(0.9F, 1.3F); this.getNavigator().setAvoidsWater(true); this.tasks.addTask(0, new EntityAISwimming(this)); this.tasks.addTask(1, new EntityAIPanic(this, 2.0D)); this.tasks.addTask(2, new EntityAIMate(this, 1.0D)); this.tasks.addTask(3, new EntityAITempt(this, 1.25D, Items.wheat, false)); this.tasks.addTask(4, new EntityAIFollowParent(this, 1.25D)); this.tasks.addTask(5, new EntityAIWander(this, 1.0D)); this.tasks.addTask(6, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F)); this.tasks.addTask(7, new EntityAILookIdle(this)); } public EntityUndeadMage(World world, EntityPlayer player, double x, double y, double z){ super(world); posX = x; posY = y; posZ = z; } /** * Returns true if the newer Entity AI code should be run */ public boolean isAIEnabled() { return true; } protected void applyEntityAttributes() { super.applyEntityAttributes(); this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(10.0D); this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(0.20000000298023224D); } /** * Returns the sound this mob makes while it's alive. */ protected String getLivingSound() { return "mob.cow.say"; } /** * Returns the sound this mob makes when it is hurt. */ protected String getHurtSound() { return "mob.cow.hurt"; } /** * Returns the sound this mob makes on death. */ protected String getDeathSound() { return "mob.cow.hurt"; } protected void func_145780_a(int p_145780_1_, int p_145780_2_, int p_145780_3_, Block p_145780_4_) { this.playSound("mob.cow.step", 0.15F, 1.0F); } /** * Returns the volume for the sounds this mob makes. */ protected float getSoundVolume() { return 0.4F; } protected Item getDropItem() { return Items.leather; } /** * Drop 0-2 items of this living's type. @param par1 - Whether this entity has recently been hit by a player. @param * par2 - Level of Looting used to kill this mob. */ protected void dropFewItems(boolean p_70628_1_, int p_70628_2_) { int j = this.rand.nextInt(3) + this.rand.nextInt(1 + p_70628_2_); int k; for (k = 0; k < j; ++k) { this.dropItem(Items.leather, 1); } j = this.rand.nextInt(3) + 1 + this.rand.nextInt(1 + p_70628_2_); for (k = 0; k < j; ++k) { if (this.isBurning()) { this.dropItem(Items.cooked_beef, 1); } else { this.dropItem(Items.beef, 1); } } } /** * Called when a player interacts with a mob. e.g. gets milk from a cow, gets into the saddle on a pig. */ public boolean interact(EntityPlayer p_70085_1_){ return false; } public EntityUndeadMage createChild(EntityAgeable p_90011_1_) { return new EntityUndeadMage(this.worldObj); } } This is the way I spawn it: public ItemStack onItemRightClick(ItemStack item, World world, EntityPlayer player){ world.spawnEntityInWorld(new EntityUndeadMage(world, player, player.posX, player.posY, player.posZ)); return item; } Does anybody know why it falls through the ground?
August 24, 201411 yr You should spawn it on server side only and away from player position. You are now trying to spawn it on both sides (client and server) and inside of players bounding box.
August 24, 201411 yr Author I have added the !world.Isremote check and it doesn't spawn in the player boundingbox anymore. But it still falls through the ground. Here is the new code for summoning: public ItemStack onItemRightClick(ItemStack item, World world, EntityPlayer player){ if(!world.isRemote){ world.spawnEntityInWorld(new EntityUndeadMage(world, player, player.posX, player.posY, player.posZ - 2)); } return item; }
August 24, 201411 yr Author I spawn it 1 meter above the player now. public ItemStack onItemRightClick(ItemStack item, World world, EntityPlayer player){ if(!world.isRemote){ world.spawnEntityInWorld(new EntityUndeadMage(world, player, player.posX, player.posY + 1, player.posZ - 2)); } return item; } There happens the same as before and I have used glass this time. now I see that the entity disappears after 1 second.
August 24, 201411 yr In the Entity constructor try this: public EntityUndeadMage(World world, EntityPlayer player, double x, double y, double z){ super(world); setSize(1.0F, 1.0F); setPosition(x, y, z); prevPosX = x; prevPosY = y; prevPosZ = z; }
August 24, 201411 yr Author I have changed the constructor. The entity doesn't fall through blocks anymore and doesn't disappear. This really helped but my entity can't walk.
August 24, 201411 yr It's because you haven't add any AI tasks, so put this.tasks.addTask(1, new EntityAIWander(this, 1.0D)); to your constructor as well.
August 24, 201411 yr Author Oops . The tasks are in the another constructor. My problem is solved now, I am going to make the entity further myself. Thank you.
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