Jump to content

[1.8.9] How to get smooth custom entity movement


gerg

Recommended Posts

Hi guys I'm trying to get my custom entity to move smoothly throughout the world like all vanilla mobs. However the movement seems choppy at best. Here is a video I just made to demonstrate it.

 

As you can see the movement is quite choppy compared to normal mobs. What vanilla classes should I look at to check how MC handles smooth movement? Here is my BaseEntity file that my mob extends (no extra functionality in the subclass):

 

package com.gerg.catology.entity;

import com.gerg.catology.items.CatologyItems;

import net.minecraft.entity.EntityAgeable;
import net.minecraft.entity.ai.EntityAIFollowParent;
import net.minecraft.entity.ai.EntityAILookIdle;
import net.minecraft.entity.ai.EntityAIMate;
import net.minecraft.entity.ai.EntityAIPanic;
import net.minecraft.entity.ai.EntityAISwimming;
import net.minecraft.entity.ai.EntityAITempt;
import net.minecraft.entity.ai.EntityAIWander;
import net.minecraft.entity.ai.EntityAIWatchClosest;
import net.minecraft.entity.passive.EntityTameable;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.pathfinding.PathNavigateGround;
import net.minecraft.world.World;

public class BaseEntity extends EntityTameable {

public BaseEntity(World worldIn) {
	super(worldIn);

	//sets up the ai for lil kitty cats
	//setupAI();
        ((PathNavigateGround)this.getNavigator()).setAvoidsWater(true);
        this.tasks.addTask(0, new EntityAISwimming(this));
        this.tasks.addTask(1, new EntityAIPanic(this, 1.25D));
        this.tasks.addTask(2, new EntityAIMate(this, 1.0D));
        this.tasks.addTask(3, new EntityAITempt(this, 1.1D, Items.wheat, false));
        this.tasks.addTask(4, new EntityAIFollowParent(this, 1.1D));
        //this.tasks.addTask(5, this.entityAIEatGrass);
        this.tasks.addTask(6, new EntityAIWander(this, 1.0D));
        this.tasks.addTask(7, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
        this.tasks.addTask(8, new EntityAILookIdle(this));
        //this.inventoryCrafting.setInventorySlotContents(0, new ItemStack(Items.dye, 1, 0));
        //this.inventoryCrafting.setInventorySlotContents(1, new ItemStack(Items.dye, 1, 0));
}


protected void clearAITasks(){
	tasks.taskEntries.clear();
	targetTasks.taskEntries.clear();
}


protected void setupAI() {		
	clearAITasks();
}

@Override
public EntityAgeable createChild(EntityAgeable ageable) {
	// TODO Auto-generated method stub
	return null;
}

}

 

Those tasks were copied directly from EntitySheep.class and I commented some out that I couldn't use directly, but those shouldn't matter. Also note that for some reason the only task that seems to work is the EntityAITempt one, when I hit my mob it doesn't run around crazy like normal ones do. Nor does it wander when nothing else is happening.

Link to comment
Share on other sites

Check out the EntityRegistry.registerModEntity() method you use to register your custom entity:

 

    public static void registerModEntity(Class<? extends Entity> entityClass, String entityName, int id, Object mod, int trackingRange, int updateFrequency, boolean sendsVelocityUpdates)
    {
        instance().doModEntityRegistration(entityClass, entityName, id, mod, trackingRange, updateFrequency, sendsVelocityUpdates);
    }

 

The updateFrequency argument is what you want. Lower that number and your entity will move smoother.

 

Link to comment
Share on other sites

Oh man I can't believe I didn't remember that one thanks! I changed the param to 2 and that is so much nicer, do you happen to know what MC uses for vanilla? Also any ideas as to why no other AI class is working other than tempt?

 

EDIT: Nevermind I think the issue is with me altering AI in between different mod builds, the old AI seems to stop working and I must spawn a new one to see changes. I'm so dumb.  :(

Link to comment
Share on other sites

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I can’t see what the problem is since there seem to be no errors. Are you sure that was everything? The last log seems to be about the graphics library. Maybe that is the issue.  [20:26:39] [main/INFO]: Incorrect key [earlyWindowSkipGLVersions] was corrected from null to [] …… [20:26:41] [main/INFO]: Trying GL version 4.6 looks sus, but it might not be the issue
    • setDeltaMovement only works on the client. this makes the animations smoother. The reason sendSystemMessage works is because you don’t have to constantly send messages from the server to the client, and a little bit of lag is ok. This is a core minecraft mechanism, but you can send custom packets over to the client to set its deltaMovement. The client has to have a way to receive the packets too.
    • The full log is this What do I do? [20:26:39] [main/INFO]: ModLauncher running: args [--username, xYumixks, --version, forge-47.2.32, --gameDir, C:\Users\danil\curseforge\minecraft\Instances\mine guerra 2, --assetsDir, C:\Users\danil\curseforge\minecraft\Install\assets, --assetIndex, 5, --uuid, 979909db94104f33a94abdc77f4cc574, --accessToken, ????????, --clientId, NzI5M2NmYmUtZWI3Ni00MWVlLWFhZTgtODUzMTFjZTVkYTM0, --xuid, 2535414120491579, --userType, msa, --versionType, release, --width, 1024, --height, 768, --quickPlayPath, C:\Users\danil\curseforge\minecraft\Install\quickPlay\java\1715815597218.json, --launchTarget, forgeclient, --fml.forgeVersion, 47.2.32, --fml.mcVersion, 1.20.1, --fml.forgeGroup, net.minecraftforge, --fml.mcpVersion, 20230612.114412] [20:26:39] [main/INFO]: ModLauncher 10.0.9+10.0.9+main.dcd20f30 starting: java version 17.0.8 by Microsoft; OS Windows 11 arch amd64 version 10.0 [20:26:39] [main/WARN]: Configuration file C:\Users\danil\curseforge\minecraft\Instances\mine guerra 2\config\fml.toml is not correct. Correcting [20:26:39] [main/INFO]: Incorrect key [earlyWindowSkipGLVersions] was corrected from null to [] [20:26:39] [main/INFO]: Incorrect key [earlyWindowSquir] was corrected from null to false [20:26:39] [main/INFO]: Incorrect key [earlyWindowShowCPU] was corrected from null to false [20:26:41] [main/INFO]: Loading ImmediateWindowProvider fmlearlywindow [20:26:41] [main/INFO]: Trying GL version 4.6
    • Try and replace () -> new Item(Item.properties….. in ModItems with  () -> new HoneyBottleItem(Item.properties……
    • Mouseclick event handler https://pastebin.com/EMciNkKe
  • Topics

×
×
  • Create New...

Important Information

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