zlappedx3 Posted June 21, 2016 Posted June 21, 2016 I use tryMoveToXYZ for give it move but it move just 7-10 block. i need it move around the world. Quote
coolAlias Posted June 21, 2016 Posted June 21, 2016 You need to give your mob some AI. Using vanilla classes, you can add things like: // your mob will wander aimlessly tasks.addTask(5, new EntityAIWander(this, 1.0D)); // your mob will move towards and attack players targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true)); There are lots of other examples in vanilla code - check out the various mobs such as Zombies, Skeletons, etc. Spiders are a good example of a custom movement / navigation type, and you can override #getBlockPathWeight in any mob using movement AI to modify what it considers a good path. Quote http://i.imgur.com/NdrFdld.png[/img]
zlappedx3 Posted June 21, 2016 Author Posted June 21, 2016 I create new class name AIMoveHuman by this class is EntityAIWander. public class AIMoveHuman extends EntityAIBase { private EntitySoliderMelee entity; private int xPosition; private double yPosition; private int zPosition; private double speed; private static int n = 0; public AIMoveHuman(EntitySoliderMelee p_i1648_1_, double p_i1648_2_) { this.entity = p_i1648_1_; this.speed = p_i1648_2_; this.setMutexBits(1); } /** * Returns whether the EntityAIBase should begin execution. */ public boolean shouldExecute() { this.xPosition = this.entity.PositionX.get(n); this.yPosition = this.entity.posY; this.zPosition = this.entity.PositionZ.get(n); int a = this.n + 1; if(a != this.entity.PositionX.size()){ this.n++; } return true; } /** * Returns whether an in-progress EntityAIBase should continue executing */ public boolean continueExecuting() { return !this.entity.getNavigator().noPath(); } /** * Execute a one shot task or start executing a continuous task */ public void startExecuting() { this.entity.getNavigator().tryMoveToXYZ(this.xPosition, this.yPosition, this.zPosition, this.speed); } } it will move follow list in entity. I will try add EntityAINearestAttackableTarget, if i have a problem, i will comback this post. Quote
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