Jump to content

[1.7.10] Custom mob moving


Niconator1

Recommended Posts

I made a custom mob called Mk1 and it's moving around.

I have two Problems.

First: This mob should stay on a place and do nothing.

Second: When the mob should drop the Item there appear two Items. I can pick up one and the other is a fake Item.

[spoiler=EntityMk1.java]

package com.ironman.entity;

 

import com.ironman.item.IronItem;

 

import net.minecraft.entity.EntityAgeable;

import net.minecraft.entity.ai.EntityAIBase;

import net.minecraft.entity.ai.EntityAILookIdle;

import net.minecraft.entity.ai.EntityAIWander;

import net.minecraft.entity.passive.EntityAnimal;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.item.ItemStack;

import net.minecraft.world.World;

 

public class EntityMK1

  extends EntityAnimal

{

  public EntityMK1(World par1World)

  {

    super(par1World);

    this.setSize(0.9F, 1.3F);

  }

   

  protected String getHurtSound()

  {

    return "mob.irongolem.hit";

  }

 

  protected String get()

  {

    return "mob.irongolem.death";

  }

 

  protected float getSoundVolume()

  {

    return 0.4F;

  }

  @Override

  public boolean isAIEnabled(){

  return false;

  }

 

  public boolean interact(EntityPlayer par1EntityPlayer)

  {

    if (!par1EntityPlayer.isDead)

    {

    if(par1EntityPlayer.getCurrentArmor(0)==null){

    par1EntityPlayer.setCurrentItemOrArmor(1, new ItemStack(IronItem.Mk1Boots,1));

    }

    else{

    if(!par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(IronItem.Mk1Boots,1))){

                      par1EntityPlayer.dropItem(IronItem.Mk1Boots, 1);

    }

    }

    if(par1EntityPlayer.getCurrentArmor(1)==null){

    par1EntityPlayer.setCurrentItemOrArmor(2, new ItemStack(IronItem.Mk1Pants,1));

    }

    else{

    if(!par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(IronItem.Mk1Pants,1))){

    }

    }

    if(par1EntityPlayer.getCurrentArmor(2)==null){

    par1EntityPlayer.setCurrentItemOrArmor(3, new ItemStack(IronItem.Mk1Plate,1));

    }

    else{

    if(!par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(IronItem.Mk1Plate,1))){

    }

    }

    if(par1EntityPlayer.getCurrentArmor(3)==null){

    par1EntityPlayer.setCurrentItemOrArmor(4, new ItemStack(IronItem.Mk1Helmet,1));

    }

    else{

    if(!par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(IronItem.Mk1Helmet,1))){

    }

    }

      this.isDead=true;

    }

    return true;

  }

 

  public EntityMK1 spawnBabyAnimal(EntityAgeable par1EntityAgeable)

  {

    return new EntityMK1(this.worldObj);

  }

 

  public EntityAgeable createChild(EntityAgeable par1EntityAgeable)

  {

    return spawnBabyAnimal(par1EntityAgeable);

  }

}

 

 

Link to comment
Share on other sites

isAiEnabled only turns on and off a custom API. I would try to turn it on and then make sure that there are no tasks that inclode walking. (Nut sure about this, I would have to look at my code)

In Addition you can set its move speed to 0.

 

Sounds like your item is dropped at client side too.

Here could be your advertisement!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.