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Posted

So I created a custom chicken, basically copying what Vanilla does for their chickens.

 

The only problem I'm having, and I can't figure out why, is that my chickens when ingame, they are constantly rotation the wings, and not moving them just when on the air, like the Vanilla chickens would do.

 

I see on the ModelChicken that the value they using is:

 

this.rightWing.rotateAngleZ = ageInTicks;
        this.leftWing.rotateAngleZ = -ageInTicks;

 

And I'm really not sure where those ageInTicks are coming from.

 

What could be wrong in my case?

 

Here is my Chicken Code:

http://pastebin.com/ypZ1rAG5

 

And my Chicken render:

http://pastebin.com/B1WE9kHZ

Posted

if i were you, i would start to run back to why the chicken flaps its wings, probably until it checks if its in the air...

check every piece of the code thats controlling the chicken checking if in air and if it checks before it flapps its wings...

 

 

and btw XDD you have a chicken that puups copper? im hoping its not ez to get this chicken...

Doing stuff n' things

Posted

i just realized how much i did not help... but im just giving my thought on the problem... when stuff like this happens to me its just looks as i did some super idiotic one-lettered miss-type

Doing stuff n' things

Posted

if i were you, i would start to run back to why the chicken flaps its wings, probably until it checks if its in the air...

check every piece of the code thats controlling the chicken checking if in air and if it checks before it flapps its wings...

 

 

and btw XDD you have a chicken that puups copper? im hoping its not ez to get this chicken...

 

Well yes I went thru the code, but not sure what I'm missing. I guess the Vanilla chicken must be registering something else somewhere that I don't have for my chickens and that's why this is happening. I see the protected float handleRotationFloat but not sure what does is doing there. Probably nothing :P

 

Posted

PS: Fixed, I went thru the code as you suggested and found what I was missing.

 

public class RenderCopperChicken extends RenderLiving<EntityCopperChicken> {

 

That fixed it, I was missing passing the EntityCopperChicken

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