Rennancge Posted November 2, 2014 Posted November 2, 2014 I'm trying to get my custom mob use an item in your hand ... [spoiler=What I Tried] public ItemStack getHeldItem() { return heldItem; } private static final ItemStack heldItem = new ItemStack(ItemHandler.WandOfFire); [spoiler=Model] package rennancge.zanmagic.model; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; import net.minecraft.util.MathHelper; public class ModelWizard extends ModelBase { //fields ModelRenderer head; ModelRenderer body; ModelRenderer rightarm; ModelRenderer leftarm; ModelRenderer rightleg; ModelRenderer leftleg; int heldItemLeft; int heldItemRight; public ModelWizard() { textureWidth = 64; textureHeight = 32; heldItemLeft = 0; heldItemRight = 0; head = new ModelRenderer(this, 0, 0); head.addBox(-4F, -8F, -4F, 8, 8, ; head.setRotationPoint(0F, 0F, 0F); head.setTextureSize(64, 32); head.mirror = true; setRotation(head, 0F, 0F, 0F); body = new ModelRenderer(this, 16, 16); body.addBox(-4F, 0F, -2F, 8, 12, 4); body.setRotationPoint(0F, 0F, 0F); body.setTextureSize(64, 32); body.mirror = true; setRotation(body, 0F, 0F, 0F); rightarm = new ModelRenderer(this, 40, 16); rightarm.addBox(-3F, -2F, -2F, 3, 12, 4); rightarm.setRotationPoint(-4F, 2F, 0F); rightarm.setTextureSize(64, 32); rightarm.mirror = true; setRotation(rightarm, 0F, 0F, 0F); leftarm = new ModelRenderer(this, 40, 16); leftarm.addBox(-1F, -2F, -2F, 3, 12, 4); leftarm.setRotationPoint(5F, 2F, 0F); leftarm.setTextureSize(64, 32); leftarm.mirror = true; setRotation(leftarm, 0F, 0F, 0F); rightleg = new ModelRenderer(this, 0, 16); rightleg.addBox(-2F, 0F, -2F, 4, 12, 4); rightleg.setRotationPoint(-2F, 12F, 0F); rightleg.setTextureSize(64, 32); rightleg.mirror = true; setRotation(rightleg, 0F, 0F, 0F); leftleg = new ModelRenderer(this, 0, 16); leftleg.addBox(-2F, 0F, -2F, 4, 12, 4); leftleg.setRotationPoint(2F, 12F, 0F); leftleg.setTextureSize(64, 32); leftleg.mirror = true; setRotation(leftleg, 0F, 0F, 0F); } public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); head.render(f5); body.render(f5); rightarm.render(f5); leftarm.render(f5); rightleg.render(f5); leftleg.render(f5); } private void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); this.rightarm.rotateAngleX = (MathHelper.cos(f * 0.6662F) * 1.4F * f1); this.leftarm.rotateAngleX = (MathHelper.cos(f * 0.6662F + 3.1415927F) * 1.4F * f1); this.rightleg.rotateAngleX = (MathHelper.cos(f * 0.6662F) * 1.4F * f1); this.leftleg.rotateAngleX = (MathHelper.cos(f * 0.6662F + 3.1415927F) * 1.4F * f1); if (heldItemLeft != 0) { leftarm.rotateAngleX = leftarm.rotateAngleX * 0.5F - 0.3141593F * (float)heldItemLeft; } if (heldItemRight != 0) { rightarm.rotateAngleX = rightarm.rotateAngleX * 0.5F - 0.3141593F * (float)heldItemRight; } } } Quote
JavaMatrix Posted November 2, 2014 Posted November 2, 2014 Please, be more specific. Quote You Only Live Once, So Win At Golf. Sorry for my English, I'm American.
Rennancge Posted November 2, 2014 Author Posted November 2, 2014 I want my mob be holding a certain item when spawned Quote
JavaMatrix Posted November 2, 2014 Posted November 2, 2014 What is your current result? A screenshot could be helpful if you suspect that it is holding the item but it isn't rendering right. Quote You Only Live Once, So Win At Golf. Sorry for my English, I'm American.
JavaMatrix Posted November 3, 2014 Posted November 3, 2014 You have no render code for held items. Look at RenderZombie for an example, perhaps? Quote You Only Live Once, So Win At Golf. Sorry for my English, I'm American.
Hoganas Posted November 3, 2014 Posted November 3, 2014 nope you did it wrong, you need to set your mob render to biped, and model if you have to biped here is my tutorial, for custom entity with working item holding and own biped model http://rolikstuff.forumbuild.com/viewtopic.php?f=10&t=39: and you only need to add this this.setCurrentItemOrArmor(0, new ItemStack(Items.golden_sword)); but not held item, it will work if you have biped or zombie render Quote
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