Posted April 2, 201510 yr Hello all! I would like to spawn an entity (a zombie in this case) and on client side make him play the animation as if he was walking but without that he moves. Like if he was on a conveyor belt. Is there a way to only show the animation without any movement? or should I make him move and replace him every time? Thanks for you replies.
April 2, 201510 yr Hey, I think the easiest option here is spawning an custom made entity(so it doesnt have any animation or ai) and from there on add your own animations etc. to it. If you dont set any movement values to it, it will stay in place. If you're new to animation and custom entity rendering I recommend to use MCAnimator. it is specialy made for entity's and it should have an zombie model already preconfiged in it. Projects: Discontinued: - N2ConfigAPI - Meachanical Crafting Table Latest: - CollectionUtils Coöperations: - InGameConfigManager
April 2, 201510 yr Hello all! I would like to spawn an entity (a zombie in this case) and on client side make him play the animation as if he was walking but without that he moves. Like if he was on a conveyor belt. Is there a way to only show the animation without any movement? or should I make him move and replace him every time? Thanks for you replies. I don't know much on behaviors of mobs, but force the mob to have certain velocity would work. Use the method 'setVelocity' for that. I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
April 2, 201510 yr Author Thank you for you help. I have the result I wanted by creating a new entity that extends EntityZombie and uses the vanilla RenderZombie. Just had to override some methods after that. @Abastro: setVelocity did not work because it was moving the mob, but thanks anyway!
April 2, 201510 yr If you're new to animation and custom entity rendering I recommend to use MCAnimator. it is specialy made for entity's and it should have an zombie model already preconfiged in it. Seeing as you have so much experience with MCAnimator and the author is so incognito, his website doesn't even have a "contact" link and a signup/login for non-existent services: Care to explain this? java.util.ConcurrentModificationException at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:859) at java.util.ArrayList$Itr.remove(ArrayList.java:845) at com.draco18s.wildlife.MCALibrary.animation.AnimationHandler.animationsUpdate(AnimationHandler.java:100) at com.draco18s.wildlife.MCALibrary.animation.AnimTickHandler.onServerTick(AnimTickHandler.java:54) MCAnimator's library function crashes with a concurrent modification exception iterating over the list animCurrentChannels. I've had other crashes too, including a Null Pointer error trying to get a prevAnimTime(channel.name). Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
April 3, 201510 yr Wow, are you thinking I'm an developer of MCAnimator? I apreciate your suspecion, but I am not. Its indeed sad that you can't message him that easily. but since we're on this topic anyway, I tried to use it for an block animation, but sadly that function doesnt work since his mod is specialy made for Entities, not TileEntities. So I worked around it by looking closly on how he managed to work it out on Entities, and transfer it over to a TileEntity. It has never been an god idea to copy paste codes without taking a close look at it anyway. Projects: Discontinued: - N2ConfigAPI - Meachanical Crafting Table Latest: - CollectionUtils Coöperations: - InGameConfigManager
April 3, 201510 yr Wow, are you thinking I'm an developer of MCAnimator? I apreciate your suspecion, but I am not. I said your experience. As in, using it. It has never been an god idea to copy paste codes without taking a close look at it anyway. While true, the issues I'm having primarily deal with threads, and I only have enough understanding of threads to know the technicalities of concurrent modification, but not the know-how to keep it from happening. I'm also having trouble getting the mob to look at the player. AFAICT, it's an issue with the vanilla methods involving rotationYawHead, but f*k if I know what or why. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
April 3, 201510 yr Yea, I've heard some problems with that ealier. One thing I know is that the player headposition is difderent in singleplayer and multiplayer. As it works fine in SP, in MP the game thinks that the players head is at the position of a players feat. So if you were about to do an raytrace or something with the players head for MP, you need some serious package updating to counter this bug. it should be fixed in MC1.8 I believe Projects: Discontinued: - N2ConfigAPI - Meachanical Crafting Table Latest: - CollectionUtils Coöperations: - InGameConfigManager
April 3, 201510 yr Yea, I've heard some problems with that ealier. One thing I know is that the player headposition is difderent in singleplayer and multiplayer. As it works fine in SP, in MP the game thinks that the players head is at the position of a players feat. So if you were about to do an raytrace for MP, you need some serious package updating to counter this bug. it should be fixed in MC1.8 I believe Mob's look vector, not the player's. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
April 4, 201510 yr Mob's look vector, not the player's. woops, Derp! yea, I haven't messed with that allot yet. Anyway, its getting way off topic here, I suggest posting a new thread, maybe there is someone who can explain it a bit more! Projects: Discontinued: - N2ConfigAPI - Meachanical Crafting Table Latest: - CollectionUtils Coöperations: - InGameConfigManager
April 4, 201510 yr I scrapped the code. Converting the model box code to a ModelQuadruped derived object only took an hour or two. The benefits of using MC Animator just weren't worth it Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
April 5, 201510 yr Wow, thats the last thing I would think of. It might be interesting to make a tutorial of that, since I'm sure you're not the only one with this problem! Projects: Discontinued: - N2ConfigAPI - Meachanical Crafting Table Latest: - CollectionUtils Coöperations: - InGameConfigManager
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