Posted October 20, 20159 yr Ive seen some pretty cool mods do this, as well as the new 1.9. the skeletons actually look like there using there bows. how would I apply this into my mod??? Im serious don't look at it!!
October 21, 20159 yr Look at ModelBiped.class. The way it's done there is by checking an "aimedBow" boolean and rotating / translating the biped arms based on that. It will be complicated, using Trig functions, so I recommend copying vanilla's code and changing the biped arms to your own limbs or whatever you need to do. Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]
October 23, 20159 yr Author it no work why? package com.OlympiansMod.entity; import net.minecraft.client.model.ModelBiped; import net.minecraft.client.model.ModelRenderer; import net.minecraft.client.renderer.entity.RenderBiped; import net.minecraft.entity.Entity; import net.minecraft.util.MathHelper; public class ModelWarrior extends ModelBiped{ public ModelWarrior() { this(0.0F); } public ModelWarrior(float p_i1156_1_) { super(p_i1156_1_, 0.0F, 64, 32); } public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { this.bipedHead.rotateAngleY = f3 / (180F / (float)Math.PI); this.bipedHead.rotateAngleX = f4 / (180F / (float)Math.PI); this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY; this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX; this.bipedRightArm.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F; this.bipedLeftArm.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F; this.bipedRightArm.rotateAngleZ = 0.0F; this.bipedLeftArm.rotateAngleZ = 0.0F; this.bipedRightLeg.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1; this.bipedLeftLeg.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1; this.bipedRightLeg.rotateAngleY = 0.0F; this.bipedLeftLeg.rotateAngleY = 0.0F; if (this.isRiding) { this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F); this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F); this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F); this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F); this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F); this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F); } if (this.heldItemLeft != 0) { this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft; } if (this.heldItemRight != 0) { this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight; } this.bipedRightArm.rotateAngleY = 0.0F; this.bipedLeftArm.rotateAngleY = 0.0F; float f6; float f7; if (this.onGround > -9990.0F) { f6 = this.onGround; this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(f6) * (float)Math.PI * 2.0F) * 0.2F; this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F; this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F; this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F; this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F; this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY; this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY; this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY; f6 = 1.0F - this.onGround; f6 *= f6; f6 *= f6; f6 = 1.0F - f6; f7 = MathHelper.sin(f6 * (float)Math.PI); float f8 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F; this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)f7 * 1.2D + (double)f8)); this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F; this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.4F; } if (this.isSneak) { this.bipedBody.rotateAngleX = 0.5F; this.bipedRightArm.rotateAngleX += 0.4F; this.bipedLeftArm.rotateAngleX += 0.4F; this.bipedRightLeg.rotationPointZ = 4.0F; this.bipedLeftLeg.rotationPointZ = 4.0F; this.bipedRightLeg.rotationPointY = 9.0F; this.bipedLeftLeg.rotationPointY = 9.0F; this.bipedHead.rotationPointY = 1.0F; this.bipedHeadwear.rotationPointY = 1.0F; } else { this.bipedBody.rotateAngleX = 0.0F; this.bipedRightLeg.rotationPointZ = 0.1F; this.bipedLeftLeg.rotationPointZ = 0.1F; this.bipedRightLeg.rotationPointY = 12.0F; this.bipedLeftLeg.rotationPointY = 12.0F; this.bipedHead.rotationPointY = 0.0F; this.bipedHeadwear.rotationPointY = 0.0F; } this.bipedRightArm.rotateAngleZ += MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05F; this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05F; this.bipedRightArm.rotateAngleX += MathHelper.sin(f2 * 0.067F) * 0.05F; this.bipedLeftArm.rotateAngleX -= MathHelper.sin(f2 * 0.067F) * 0.05F; if (this.aimedBow) { f6 = 0.0F; f7 = 0.0F; this.bipedRightArm.rotateAngleZ = 0.0F; this.bipedLeftArm.rotateAngleZ = 0.0F; this.bipedRightArm.rotateAngleY = -(0.1F - f6 * 0.6F) + this.bipedHead.rotateAngleY; this.bipedLeftArm.rotateAngleY = 0.1F - f6 * 0.6F + this.bipedHead.rotateAngleY + 0.4F; this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; this.bipedRightArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F; this.bipedLeftArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F; this.bipedRightArm.rotateAngleZ += MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05F; this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05F; this.bipedRightArm.rotateAngleX += MathHelper.sin(f2 * 0.067F) * 0.05F; this.bipedLeftArm.rotateAngleX -= MathHelper.sin(f2 * 0.067F) * 0.05F; } float f61 = 0.0F; float f71 = 0.0F; EntityWarrior warrior = (EntityWarrior)entity; int i = warrior.getattackTimer(); if(i > 0){ this.bipedRightArm.rotateAngleZ = 0.0F; this.bipedLeftArm.rotateAngleZ = 0.0F; this.bipedRightArm.rotateAngleY = -(0.1F - f61 * 0.6F) + this.bipedHead.rotateAngleY; this.bipedLeftArm.rotateAngleY = 0.1F - f61 * 0.6F + this.bipedHead.rotateAngleY + 0.4F; this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; this.bipedRightArm.rotateAngleX -= f61 * 1.2F - f71 * 0.4F; this.bipedLeftArm.rotateAngleX -= f61 * 1.2F - f71 * 0.4F; this.bipedRightArm.rotateAngleZ += MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05F; this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05F; this.bipedRightArm.rotateAngleX += MathHelper.sin(f2 * 0.067F) * 0.05F; this.bipedLeftArm.rotateAngleX -= MathHelper.sin(f2 * 0.067F) * 0.05F; } } } package com.OlympiansMod.entity; import com.OlympiansMod.Item.ModItems; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.Block; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.EnumCreatureAttribute; import net.minecraft.entity.IRangedAttackMob; import net.minecraft.entity.SharedMonsterAttributes; import net.minecraft.entity.ai.EntityAIArrowAttack; import net.minecraft.entity.ai.EntityAIAttackOnCollide; import net.minecraft.entity.ai.EntityAIAvoidEntity; import net.minecraft.entity.ai.EntityAIHurtByTarget; import net.minecraft.entity.ai.EntityAILookIdle; import net.minecraft.entity.ai.EntityAIMoveTowardsRestriction; import net.minecraft.entity.ai.EntityAIMoveTowardsTarget; import net.minecraft.entity.ai.EntityAINearestAttackableTarget; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.monster.EntityGolem; import net.minecraft.entity.monster.EntityMob; import net.minecraft.entity.monster.IMob; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.init.Items; import net.minecraft.item.ItemStack; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.util.MathHelper; import net.minecraft.world.World; public class EntityWarrior extends EntityMob implements IRangedAttackMob{ private EntityAISmart aiSmart = new EntityAISmart(this); private EntityAIAvoidEntity aiPanic = new EntityAIAvoidEntity(this, EntityLiving.class, 0.8F, 0.8D, 0.8D); private EntityAIArrowAttack aiArrowAttack = new EntityAIArrowAttack(this, 1.0D, 20, 17, 15.0F); private EntityAIAttackOnCollide aiAttackOnCollide2 = new EntityAIAttackOnCollide(this, EntityLiving.class, 0.9D, false); private EntityAIAttackOnCollide aiAttackOnCollide = new EntityAIAttackOnCollide(this, EntityPlayer.class, 0.9D, false); private int attackTimer; public EntityWarrior(World world) { super(world); this.tasks.addTask(1, new EntityAIWander(this, 0.4D)); this.setSize(0.6F, 2F); this.tasks.addTask(1, new EntityAISwimming(this)); this.tasks.addTask(2, new EntityAIMoveTowardsTarget(this, 2.0D, 32.0F)); this.tasks.addTask(3, new EntityAIMoveTowardsRestriction(this, 1.0D)); this.tasks.addTask(4, new EntityAIWander(this, 0.6D)); this.tasks.addTask(5, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F)); this.tasks.addTask(6, new EntityAILookIdle(this)); this.targetTasks.addTask(2, new EntityAIHurtByTarget(this, false)); if (world != null && !world.isRemote) { this.setCombatTask(); } } protected void applyEntityAttributes() { super.applyEntityAttributes(); this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(0.50000001192092896D); this.getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(4.0D); this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(120.0D); this.getEntityAttribute(SharedMonsterAttributes.followRange).setBaseValue(120.0D); } public void onLivingUpdate() { if(this.getAttackTarget() != null){ if(this.getAttackTarget().getDistanceSqToEntity(this) > 60.0D){ this.setCurrentItemOrArmor(0, new ItemStack(Items.bow)); this.tasks.addTask(0, aiArrowAttack); } if(this.getAttackTarget().getDistanceSqToEntity(this) < 3.0D){ this.setCurrentItemOrArmor(0, new ItemStack(ModItems.CBronzeSword)); this.tasks.addTask(1, aiAttackOnCollide); this.tasks.addTask(1, aiAttackOnCollide2); this.tasks.removeTask(aiArrowAttack); } } if(this.getHealth() <= 50){ this.tasks.addTask(0, aiPanic); this.tasks.removeTask(aiArrowAttack); if(this.getAttackTarget() != null){ if(this.getAttackTarget().getDistanceSqToEntity(this) > 58.0D){ this.setCurrentItemOrArmor(0, new ItemStack(Items.potionitem)); } } } if(this.getHealth() >= 55){ this.tasks.removeTask(aiPanic); } ItemStack itemstack = this.getHeldItem(); if(this.getAttackTarget() != null){ if(this.getAttackTarget().getDistanceSqToEntity(this) > 60.0D && itemstack.getItem() == Items.potionitem){ this.addPotionEffect(new PotionEffect(Potion.regeneration.id, 300, 4)); } } if (this.attackTimer > 0) { --this.attackTimer; } super.onLivingUpdate(); } public boolean isAIEnabled(){ return true; } protected String getHurtSound() { return "random.classic_hurt"; } protected String getDeathSound() { return "random.classic_hurt"; } public void setCombatTask() { } protected void dropFewItems(boolean p_70628_1_, int p_70628_2_) { int j = this.rand.nextInt(3); int k; for (k = 0; k < j; ++k) { } k = 3 + this.rand.nextInt(3); for (int l = 0; l < k; ++l) { this.dropItem(Items.arrow, 1); this.dropItem(Items.bread, 2); } } public void attackEntityWithRangedAttack(EntityLivingBase p_82196_1_, float p_82196_2_) { this.attackTimer = 10; this.worldObj.setEntityState(this, (byte) 4); EntityArrow entityarrow = new EntityArrow(this.worldObj, this, p_82196_1_, 1.6F, (float)(14 - this.worldObj.difficultySetting.getDifficultyId() * 4)); int i = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, this.getHeldItem()); int j = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, this.getHeldItem()); entityarrow.setDamage((double)(p_82196_2_ * 5.0F) + this.rand.nextGaussian() * 0.25D + (double)((float)this.worldObj.difficultySetting.getDifficultyId() * 0.11F)); this.playSound("random.bow", 1.0F, 1.0F / (this.getRNG().nextFloat() * 0.4F + 0.8F)); this.worldObj.spawnEntityInWorld(entityarrow); } @SideOnly(Side.CLIENT) public int getattackTimer() { return this.attackTimer; } } Im serious don't look at it!!
October 23, 20159 yr Author sorry I didn't really have time to explain. from looking at iron golem vanilla code I found a way to create an attack animation but for some reason it isn't working. and I do know that this is a way to do it, since ive done it with other mobs in my mod. so I should I fix this please Im serious don't look at it!!
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