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[1.7.10] OnEntityUpdate call, Animation Problem


jmylifecolor

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public class DeadNPC extends EntityZombie
{
public DeadNPC(World par1World) {
	super(par1World);
}

@Override
public void onEntityUpdate()
{
System.out.println("Update Test");
}

 

Sorry. i can't english very well.

When Called function "OnEntityUpdate" Animaation Problem In my custom zombie class.

 

 

<- Problem video
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Call the super method from your override of

Entity#onEntityUpdate

. This sets a lot of important values like the

prevPosX

/

Y

/

Z

fields, which are used for various rendering purposes.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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Call the super method from your override of

Entity#onEntityUpdate

. This sets a lot of important values like the

prevPosX

/

Y

/

Z

fields, which are used for various rendering purposes.

 

Oh, Thanks!

I want to get the tick per second for object

(example)

I want to make die after 30 seconds. (poison effect)

 

Do you know how?

 

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The

Entity#ticksExisted

field is the number of ticks the entity has existed for. In your override of

Entity#onEntityUpdate

check if this is greater than or equal to 600 (30 seconds * 20 ticks/second = 600 ticks) and if it is, damage the entity using

Entity#attackEntityFrom

.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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