deenkayros Posted December 20, 2014 Posted December 20, 2014 Hello again, My custom mob dont want hold items in hand when SPAWN, here's the code: package com.summonsphere.mobs; import java.util.Calendar; import java.util.List; import java.util.UUID; import com.summonsphere.items.SummonItems; import com.summonsphere.main.mainRegistry; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; ........ import net.minecraft.world.WorldProviderHell; import net.minecraftforge.common.ForgeModContainer; public class EntityWarrior extends EntityAnimal implements IEntityOwnable, IRangedAttackMob { public EntityWarrior(World parWorld) { super(parWorld); this.setSize(0.6F, 1.99F); this.getNavigator().setBreakDoors(false); this.getNavigator().setAvoidsWater(false); this.getNavigator().setCanSwim(true); this.tasks.addTask(0, new EntityAISwimming(this)); this.tasks.addTask(1, new EntityAILookIdle(this)); this.tasks.addTask(5, new EntityAIMoveTowardsRestriction(this, 0.6D)); this.tasks.addTask(7, new EntityAIWatchClosest(this, EntityPlayer.class, 3.0F, 1.0F)); this.tasks.addTask(9, new EntityAIWander(this, 0.6D)); this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, true)); this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityMob.class, 0, true)); } protected void applyEntityAttributes() { super.applyEntityAttributes(); this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(150.0D); this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(0.35D); this.getEntityAttribute(SharedMonsterAttributes.followRange).setBaseValue(40.0D); //this.getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(5.0D); } protected void entityInit() { super.entityInit(); this.dataWatcher.addObject(13, new Byte((byte)0)); this.dataWatcher.addObject(16, Byte.valueOf((byte)0)); this.dataWatcher.addObject(17, ""); } public IEntityLivingData onSpawnWithEgg(IEntityLivingData p_110161_1_) { p_110161_1_ = super.onSpawnWithEgg(p_110161_1_); this.setCurrentItemOrArmor(0, new ItemStack(Items.stone_sword)); return p_110161_1_; } pls help ... Quote
deenkayros Posted December 20, 2014 Author Posted December 20, 2014 Does your Renderer handle the drawing of held items? My Render class: package com.summonsphere.mobs; import org.lwjgl.opengl.GL11; import net.minecraft.client.model.ModelBase; import net.minecraft.client.renderer.entity.RenderLiving; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.EntityLivingBase; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; public class RenderWarrior extends RenderLiving { private static final ResourceLocation mobTextures = new ResourceLocation("summonsphere:textures/mobs/warrior1.png"); public RenderWarrior(ModelBase par1ModelBase, float par2) { super(par1ModelBase, par2); } protected ResourceLocation getEntityTexture(EntityWarrior entity) { return mobTextures; } protected ResourceLocation getEntityTexture(Entity entity) { return this.getEntityTexture((EntityWarrior)entity); } } Quote
deenkayros Posted December 20, 2014 Author Posted December 20, 2014 Rendering of equipped Items happens in RenderBiped. If you don't extend RenderBiped, you have to render the Items yourself. thanks now i changed my class to "RenderBiped" ... but I cant register the entity: RenderingRegistry.registerEntityRenderingHandler(EntityWarrior.class, new RenderWarrior(new Warrior(), 0)); Or you have an example to render the equippedItems by myself? EDIT: just changed related class type Thank you again ... Quote
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