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Posted

Hi,

 

I create a static entity which is supposed to be facing the player who spawn it. I tries pretty much every function related to rotation but nothing worked.

 

My actual code:

 

[embed=425,349]    @Override

    public boolean onItemUse(ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ)

    {

        if(!worldIn.isRemote)

        {

            EntityTrader trader = new EntityTrader(worldIn);

            trader.setPositionAndUpdate(pos.getX(), pos.getY() + 1, pos.getZ(), playerIn.rotationYaw, playerIn.rotationPitch);

            worldIn.spawnEntityInWorld(trader);

        }

       

        return true;

    }[/embed]

 

Entity:

 

[embed=425,349]package me.diabolicatrix.entities;

 

import me.diabolicatrix.other.TraderEEP;

import net.minecraft.entity.DataWatcher;

import net.minecraft.entity.Entity;

import net.minecraft.entity.EntityCreature;

import net.minecraft.entity.EntityLiving;

import net.minecraft.entity.monster.EntityGolem;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.nbt.NBTTagCompound;

import net.minecraft.util.DamageSource;

import net.minecraft.world.World;

 

public class EntityTrader extends EntityLiving

{

 

    public EntityTrader(World world)

    {

        super(world);

        DataWatcher dw = this.getDataWatcher();

        dw.addObject(20, "default");

        this.registerExtendedProperties(LifeTraderEEP.EXT_PROP_NAME, new TraderEEP());

    }

   

    @Override

    public boolean isEntityInvulnerable(DamageSource source)

    {

        return true;

    }

   

    @Override

    protected boolean interact(EntityPlayer player)

    {

        DataWatcher dw = this.getDataWatcher();

        System.out.println(dw.getWatchableObjectString(20));

        return true;

    }

 

    public void writeEntityToNBT(NBTTagCompound nbt)

    {

        super.writeEntityToNBT(nbt);

        DataWatcher dw = this.getDataWatcher();

        nbt.setString("Texture", dw.getWatchableObjectString(20));

    }

 

    public void readEntityFromNBT(NBTTagCompound nbt)

    {

        super.readEntityFromNBT(nbt);

        DataWatcher dw = this.getDataWatcher();

        dw.updateObject(20, nbt.getString("Texture"));

    }

 

}

[/embed]

Posted

If this is your whole code, then you are doing nothing to make entity face player.

 

@Override onUpdate() method. Since rotation will be always the same (facing player), you can do it on both client and server.

Rotate entity every tick to face player (simply change rotation or use method like setRotationAndAngles I think, idk naming).

 

Now harder part:

You need to save reference to player in NBT.

In write/readNBT you need to store an UUID of player.

UUID is saved in 128bits, so 2 longs. Use those to save/load UUID: uuid.getMostSignificantBits() / uuid.getLeastSignificantBits() / new UUID(least, most).

Now that you have persistant UUID - you need to convert it to EntityPlayer reference.

To do that - on server you will use ((WorldServer) world).getPlayerByUUID(uuid)  (not sure naming).

 

When you have converted UUID to EntityPlayerMP (on server) AND if that was possible (player can be offline, so you probably want to retry converting whenever PlayerLoggedInEvent occurs for all "your" entities OR every few ticks in each entity's onUpdate() method), you have 2 options:

1. Rotate entity from server and make vanilla do adjustments on client.

Use setPositionAndUpdate(); every few ticks (3-10?).

 

2. Rotate on both sides (mentioned at start of post) without using vanilla packets.

You can do this by sending reference to player via SimpleNetworkWrapper or DataWatcher (send player.entityId()). Then retrieve EntityPlayerSP on client reference from world.getEntityById(idSent). In this case you don't have to use setPositionAndUpdate(), but can operate directly on entity's fields.

1.7.10 is no longer supported by forge, you are on your own.

Posted

I don't want to make the npc follow the player with its head. I want to make a static npc so when the playe spawns it the npc is facing him and that's it.

 

I tried gummby8 solution but it works only for west and east direction. It's a little bit weird for the 2 other directions:

North: The entity face me when I spawn it and rotate back.

South: The entity face the south direction when it spawn.

 

My code:

 

 

    @Override
    public boolean onItemUse(ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ)
    {
        if(!worldIn.isRemote)
        {
            EntityTrader trader = new EntityTrader(worldIn);
            pos = pos.offset(side);
            float yaw = playerIn.getRotationYawHead() * -1;
            System.out.println(playerIn.getRotationYawHead());
            trader.setPositionAndRotation( (double) pos.getX() + 0.5D, (double) pos.getY(), (double) pos.getZ() + 0.5D, yaw, 0.0f);
            trader.rotationYawHead = yaw;
            trader.renderYawOffset = yaw;
            worldIn.spawnEntityInWorld(trader);
            trader.moveEntityWithHeading(0.0f, 0.5f);
            trader.moveEntityWithHeading(0.0f, -0.5f);
        }
        
        return true;
    }

Posted

By 'static' do you mean non-moving? Why not make it a Block? If you need update ticks, add a TileEntity. If it's for trading, toss in an on-block right-clicked GUI + Container and you've got yourself a vending machine.

 

As always, the more details you can give us about what you are trying to achieve, the better we can help you.

I create a static entity which is supposed to be facing the player who spawn it. I tries pretty much every function related to rotation but nothing worked.

^^^ That is not very specific.

Posted

Yes, by static I mean non-moving, but I want my entity to be able to move when I want to so it can't be a block. It's hard to explain but I found a mod that is doing the same thing I want: Custom NPC. The problem is that the mod is not open source.

Posted

Search before you start a new Thread ^^

http://www.minecraftforge.net/forum/index.php/topic,36246.msg190722.html#msg190722

 

The important part is in the Renderer-class the GL11.rotated(yaw, 0, 1, 0);

You can look at my code, too: https://github.com/TheOnlySilverClaw/Reforged/blob/master/java/org/silvercatcher/reforged/render/ReforgedRender.java

You might want to add a modifier, like me, which rotates the entity in the right direction (As much as I know, it should only be 0, 90, 180 or 270). If you want, copy this little snippet of our code.

Bringing the best mod back alive! Our mod REFORGED!

Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases

Posted

I tries pretty much every function related to rotation but nothing worked.

[/embed]

Sorry, that I make a second post for it...

I have messaged the creators of Forge already on GitHub. I hope, that they (Well, fry is assigned to this issue) can solve the problem, I would like to be able to rotate the entity in the entity-class, too. But right now, as I said before, you need OpenGL-Rendering for this...

Bringing the best mod back alive! Our mod REFORGED!

Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases

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