Posted January 11, 201312 yr Google revealed to me that a few modders were having issues with setting the bounding box for custom entities. I played around with it for a while and I figured out. This is for those that happen to need and answer and find this thread. The bounding box is an AxisAlignedBB(minX, minY, minZ, maxX, maxY, maxZ) type. The catch is, and where most people seem to be getting confused, is that the these values are not offsets from the center of the entity. These are global world coordinates. So what we would think would be boundingBox(-1, 0, -1, 1, 2, 1), assuming the box is at global coords (350, 75, 670) should really be boundingBox(350 - 1, 75 - 0, 670 - 1, 350 + 1, 75 + 2, 670 + 1). So your final script should look something like this: import net.minecraft.entity.Entity; class myEntity extends EntityLiving { //No local boundingBox variable. The game won't use it. double minX = -1 //this is the left/right direction double minY = 0 //this is the up/down direction double minZ = -1 //this is the forward/back direction double maxX = 1 //this is the left/right direction double maxY = 2 //this is the up/down direction double maxZ = 1 //this is the forward/back direction //this will produce a (2x2x2) bounding box that sits flat on the ground. public myEntity (World par1World, double par2, double par4, double par6) { super(par1World); this.boundingBox.setBounds(par 2 - minX, par4 - minY, par6 - minZ, par2 + maxX, par4 + maxY, par6 + maxZ); } //Not done yet @Override public AxisAlignedBB getCollisionBox(Entity par1Entity) { return par1Entity.boundingBox; } @Override public AxisAlignedBB getBoundingBox() { return this.boundingBox; } public boolean canBeCollidedWith() { return !this.isDead; } } //Note this code has NOT been tested nor will I help anyone debug it.
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