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Posted

I want to find a way that when a player triggers a certain action it causes pigmen in a range..I've got all that handled I just was wondering how to find a way to make the pigmen attack.

 

I've looked around EntityPigZombie and found a "becomeAngryAt" method, but this is private...any other alternitives?

 

Any help is appreciated :)

~Shaun O'Neill

View my website at -> http://www.xelitexirish.com/

You can nearly always contact me on my twitter (XeliteXirish)

Posted

You could simply use Reflection and method.setAccessible(true);

Then you can access it from any action you want.

This probably would be the clearest way.

 

About handling action - you scan for entities around like in attackEntityFrom()

1.7.10 is no longer supported by forge, you are on your own.

Posted

I did something similar with my mod at the time i didnt know how to use reflection and in fact i may switch to that but this is what i came up with. It just make them angry at the player it just makes them angry so they will attack any nearby players.

EntityPlayer player = event.entityPlayer;
List list = world.getEntitiesWithinAABB(EntityPigZombie.class, AxisAlignedBB.getBoundingBox(player.posX - 32, player.posY - 32, player.posZ - 32, player.posX + 32, player.posY + 32, player.posZ + 32));

EntityZombie entityAtPlayer = new EntityPigZombie(world);
entityAtPlayer.setPosition(player.posX, player.posY, player.posZ);

boolean flag = false;

for (int i = 0; i < list.size(); ++i) {
Entity entity1 = (Entity) list.get(i);

if (entity1 instanceof EntityPigZombie) {
	EntityPigZombie entitypigzombie = (EntityPigZombie) entity1;
	NBTTagCompound compound = new NBTTagCompound();
	entitypigzombie.writeEntityToNBT(compound);
	compound.setShort("Anger", (short) 1000);
	entitypigzombie.readEntityFromNBT(compound);
}
}

I could probably have used a for each loop instead of that foe loop.

I am the author of Draconic Evolution

Posted

You should use Reflection instead, it will have way less overhead than that NBT hack.

Agreed i was just putting that out there. While on the topic of reflection i have quick question. I know that in order for reflection to work in both  the compiled mod and your IDE you need to give it 2 strings both the obfuscated and de-obfuscated name of the variable you are changing but in every example i have seen there is a third usually a single letter. What is that for?

I am the author of Draconic Evolution

Posted

Thanks I actually have similer code to brandon3055, I had taught about using the NBT compound method but decided not too.  I have never actually used reflection before so I'm going to look into it, thanks though :)

 

(If you know any good documentation/tutorials on reflection it'd be nice) :)

~Shaun

View my website at -> http://www.xelitexirish.com/

You can nearly always contact me on my twitter (XeliteXirish)

Posted

I dont know of any but its so simple you really shouldnt need one. Here is an example from my mod that sets a private value in an instance of EntityLivingBase

ReflectionHelper.setPrivateValue(EntityLivingBase.class, mob, 60, new String[]{"recentlyHit", "field_70718_bc"});

The parameters are:

The class that contains the field (must be the actual class not an extension) (is extension the rite word?)

mob is the entity

60 is the value i am setting

The two strings are the de obfuscated and obfuscated names of the field. You can find a list of all MCP name conversions in

C:\Users\[username]\.gradle\caches\minecraft\de\oceanlabs\mcp\mcp_snapshot_nodoc\20140930\fields.txt

I am the author of Draconic Evolution

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