Jump to content

Recommended Posts

Posted

Hello. Upon adding in a mob to the mod I am currently working on, The mob renders and stuff just fine but the issue that I am having is that the mob will not walk like I would like it to. I want it to walk like a Normal Zombie or Player for that matter.

 

The video below shows how it walks:

 

 

[embed=425,349]

[/embed]

 

 

How can I fix this?

 

 

Code for AI:

 

package Josh.Mod.Main.Entity.Macintoshuser2;

import Josh.Mod.Main.ModMain;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.EntityAIAttackOnCollide;
import net.minecraft.entity.ai.EntityAIHurtByTarget;
import net.minecraft.entity.ai.EntityAILookIdle;
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.EntityMob;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.world.World;

public class EntityMac extends EntityMob{

public EntityMac(World par1World) {
	super(par1World);
	this.getNavigator().setBreakDoors(false);
	this.tasks.addTask(0, new EntityAISwimming(this));
	this.tasks.addTask(2, new EntityAIAttackOnCollide(this, EntityPlayer.class, 1.0D, false));
	this.tasks.addTask(3, new EntityAIWander(this, 1.0D));
	this.tasks.addTask(4, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F));
	this.tasks.addTask(4, new EntityAILookIdle(this));
	this.targetTasks.addTask(1,  new EntityAIHurtByTarget(this, true));
	this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true));
}
protected void applyEntityAttributes(){
	super.applyEntityAttributes();
	this.getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(3.0D);
}
protected Item getDropItem(){
	return Items.rotten_flesh;
}
protected void dropRareDrop(int par1){
	switch(this.rand.nextInt(2)){
		case 0:
			this.dropItem(ModMain.Ruby, 1);
			break;
		case 1:
			this.dropItem(Item.getItemFromBlock(ModMain.Sulphur), 1);
	}
}
}

 

 

 

Code for Model:

 

package Josh.Mod.Main.Entity.Macintoshuser2;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

public class ModelMac extends ModelBase
{
  //fields
    ModelRenderer head;
    ModelRenderer body;
    ModelRenderer rightarm;
    ModelRenderer leftarm;
    ModelRenderer rightleg;
    ModelRenderer leftleg;
  
  public ModelMac()
  {
    textureWidth = 64;
    textureHeight = 32;
    
      head = new ModelRenderer(this, 0, 0);
      head.addBox(-4F, -8F, -4F, 8, 8, ;
      head.setRotationPoint(0F, 0F, 0F);
      head.setTextureSize(64, 32);
      head.mirror = true;
      setRotation(head, 0F, 0F, 0F);
      body = new ModelRenderer(this, 16, 16);
      body.addBox(-4F, 0F, -2F, 8, 12, 4);
      body.setRotationPoint(0F, 0F, 0F);
      body.setTextureSize(64, 32);
      body.mirror = true;
      setRotation(body, 0F, 0F, 0F);
      rightarm = new ModelRenderer(this, 40, 16);
      rightarm.addBox(-3F, -2F, -2F, 4, 12, 4);
      rightarm.setRotationPoint(-5F, 2F, 0F);
      rightarm.setTextureSize(64, 32);
      rightarm.mirror = true;
      setRotation(rightarm, 0F, 0F, 0F);
      leftarm = new ModelRenderer(this, 40, 16);
      leftarm.addBox(-1F, -2F, -2F, 4, 12, 4);
      leftarm.setRotationPoint(5F, 2F, 0F);
      leftarm.setTextureSize(64, 32);
      leftarm.mirror = true;
      setRotation(leftarm, 0F, 0F, 0F);
      rightleg = new ModelRenderer(this, 0, 16);
      rightleg.addBox(-2F, 0F, -2F, 4, 12, 4);
      rightleg.setRotationPoint(-2F, 12F, 0F);
      rightleg.setTextureSize(64, 32);
      rightleg.mirror = true;
      setRotation(rightleg, 0F, 0F, 0F);
      leftleg = new ModelRenderer(this, 0, 16);
      leftleg.addBox(-2F, 0F, -2F, 4, 12, 4);
      leftleg.setRotationPoint(2F, 12F, 0F);
      leftleg.setTextureSize(64, 32);
      leftleg.mirror = true;
      setRotation(leftleg, 0F, 0F, 0F);
  }
  
  public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
  {
      super.render(entity, f, f1, f2, f3, f4, f5);
      setRotationAngles(f, f1, f2, f3, f4, f5, entity);
      head.render(f5);
      body.render(f5);
      rightarm.render(f5);
      leftarm.render(f5);
      rightleg.render(f5);
      leftleg.render(f5);
  }
  
  private void setRotation(ModelRenderer model, float x, float y, float z)
  {
      model.rotateAngleX = x;
      model.rotateAngleY = y;
      model.rotateAngleZ = z;
  }
  
  public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
  {
  this.head.rotateAngleY = f3 / (180F / (float)Math.PI);
  this.head.rotateAngleX = f4 / (180F / (float)Math.PI);
  
  this.rightarm.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;
  this.leftarm.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
  this.rightarm.rotateAngleZ = 0.0F;
  this.leftarm.rotateAngleZ = 0.0F;
  this.rightleg.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
  this.leftleg.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1;
  this.rightleg.rotateAngleY = 0.0F;
  this.leftleg.rotateAngleY = 0.0F;
  
  this.rightarm.rotateAngleY = 0.0F;
  this.leftarm.rotateAngleY = 0.0F;
  float f6;
  float f7;
  
  if(this.onGround > -9990.0F){
	  f6 = this.onGround;
	  this.body.rotateAngleY = MathHelper.sin(this.body.rotateAngleY) * 5.0F;
	  this.rightarm.rotationPointZ = MathHelper.sin(this.body.rotateAngleY) * 5.0F;
	  this.rightarm.rotationPointX = -MathHelper.cos(this.body.rotateAngleY) * 5.0F;
	  this.leftarm.rotationPointZ = -MathHelper.sin(this.body.rotateAngleY) * 5.0F;
	  this.leftarm.rotationPointX = MathHelper.cos(this.body.rotateAngleY) * 5.0F;
	  this.rightarm.rotateAngleY += this.body.rotateAngleY;
	  this.leftarm.rotateAngleY += this.body.rotateAngleY;
	  this.leftarm.rotateAngleX += this.body.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.head.rotateAngleX - 0.7F) * 0.75F;
	  this.rightarm.rotateAngleX = (float)((double) this.rightarm.rotateAngleX - ((double)f7 * 1.2D + (double)f8));
	  this.rightarm.rotateAngleY += this.body.rotateAngleY * 2.0F;
	  this.rightarm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.5F;
  }
  
  this.rightarm.rotateAngleZ += MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05F;
  this.leftarm.rotateAngleZ -= MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05;
  this.rightarm.rotateAngleX += MathHelper.sin(f2 * 0.09F) * 0.05F + 0.05F;
  this.leftarm.rotateAngleX -= MathHelper.sin(f2 * 0.067F) * 0.05F;

  super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
  }
}

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.