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[1.7.10]How do apply the player bow animation to a mob.


BoonieQuafter-CrAfTeR
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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]

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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!!

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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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