perromercenary00 Posted January 17, 2016 Posted January 17, 2016 good days i solve this time ago but lost mi code and dont wanna write that again, so maiby in the default tools of forge could be something usefull any way, i have an entityA (mi custome villager) and there is an entityB(Ramdom mob) soo i wana force the entity A to look at entity B for that i need to get the rotation pitch and yaw maching the entityB position first i get the eyes vector whith Vec3 Avec3 = entityA.getPositionVector().addVector(0, entityA.getEyeHeight(), 0); Vec3 Bvec3 = entityB.getPositionVector().addVector(0, entityB.getEyeHeight(), 0); two then made a bunch of math whith this values three set entityA whith rotationPitch / yaw to look at B four profit but i dont wanna code that again, the quesion is, ¿there a method in forge to do this ? Quote
prock51 Posted January 17, 2016 Posted January 17, 2016 Entities have a task to automatically look at other entities. Look at say the zombie class. this.tasks.addTask(8, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F)); Change EntityPlayer.class to the class of your custom villager. That should do it. No need for setting the pitch and yaw manually. Quote If you read this, I'm hot.
perromercenary00 Posted January 18, 2016 Author Posted January 18, 2016 no really i alredy have that in the contructor this is to make a custom villager entity to aim a fire gun to a target entity and shoot i wass playing whith the lookhelper method this.theWatcher.getLookHelper().setLookPosition(this.closestEntity.posX, this.closestEntity.posY + (double)this.closestEntity.getEyeHeight(), this.closestEntity.posZ, 10.0F, (float)this.theWatcher.getVerticalFaceSpeed()); --this.lookTime; but i could'n really make it work get tired a redoid again // ################################## // corregir altura del disparo private void corregirAim(Entity shtA, Entity tgtB) { if (shtA != null & tgtB != null) { // shtA = this; double x = shtA.posX; double y = shtA.posY; double z = shtA.posZ; float yaw = shtA.getRotationYawHead(); // shtA.rotationYaw; float pitch = shtA.rotationPitch; double d0 = tgtB.posX - shtA.posX; double d1 = (tgtB.posY + tgtB.getEyeHeight()) - (shtA.posY + (double) shtA.getEyeHeight() - 0.10000000149011612D); double d2 = tgtB.posZ - shtA.posZ; double d3 = (double) MathHelper.sqrt_double(d0 * d0 + d2 * d2); if (d3 >= 1.0E-7D) { float f2 = (float) (Math.atan2(d2, d0) * 180.0D / Math.PI) - 90.0F; // yaw float f3 = (float) ((Math.tan(d1 / d3)) * 180.0D / Math.PI); float f4 = (float) ((Math.atan(d1 / d3) * -1) * 180.0D / Math.PI); pitch = f4; // pitch yaw = f2; // yaw } shtA.setPositionAndRotation(x, y, z, yaw, pitch); } } public float gradosAradianes(float x) { return (float) ((x * Math.PI) / 180); } public float radianesAgrados(float x) { return (float) ((x * 180) / Math.PI); } // ################################################################################################################# but thanks Quote
perromercenary00 Posted January 19, 2016 Author Posted January 19, 2016 no rellay need to fuck up whith pitch mi entityes really look like storm troopers whithouth geting the pich and ading a little up and wass almost imposible to hit little things like spiders Quote
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