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[1.12.2] How can i shrink my entity and stop it laying eggs?


Drachenbauer
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Hello

I created an entity (Red from the Angry Birds, and i´m going to make the rest of the flock, too).

 

But i have some questions::

 

1.

Can i change the size of an entity by typing a number into the f5 here:

Spoiler

bone.render(f5);

 

That´s in the model-class, below the part for the shape of the model

And if yes, wich number makes the model exact as half in size (i want to scale some birds (the smallest flock-members) down, because, if i create the model that small, it has not enough pixels left for a good face)?

 

2.

My entitys extend the EntityChicken-Class.

how can i stop them laying eggs?

Edited by Drachenbauer
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Post your code

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Override

onLivingUpdate

and set

this.timeUntilNextEgg

to something higher than 0 (say, 100).

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2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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That is likely to work. However without the rest of your code we can’t fully help

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

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This is is the Entity-Class of my bird:

Spoiler

package com.drachenbauer32.angrybirdsmod.entity;

import net.minecraft.block.Block;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityAgeable;
import net.minecraft.entity.passive.EntityChicken;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;

public class EntityRed extends EntityChicken
{
	public EntityRed(World worldIn)
	{
		super(worldIn);
		this.setSize(0.875F, 0.6875F);
	}
	
	@Override
	protected void playStepSound(BlockPos pos, Block blockIn)
	{
		super.playStepSound(pos, blockIn);
	}
	
	@Override
	public void setEntityBoundingBox(AxisAlignedBB bb)
	{
		super.setEntityBoundingBox(bb);
	}
	
	@Override
	public float getEyeHeight()
	{
		return 0.25f;
	}
	
	@Override
	public void onLivingUpdate()
	{
		super.onLivingUpdate();
		this.timeUntilNextEgg = 100;
	}
}

 

 

And this is the Model-Class:

Spoiler

package com.drachenbauer32.angrybirdsmod.entity.model;

import org.lwjgl.opengl.GL11;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBox;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.Entity;

public class ModelRed extends ModelBase 
{
	private final ModelRenderer bone;
	private final ModelRenderer bone2;
	private final ModelRenderer bone3;
	private final ModelRenderer bone4;
	
	public ModelRed()
	{
		textureWidth = 64;
		textureHeight = 32;
		
		bone = new ModelRenderer(this);
		bone.setRotationPoint(0.0F, 20.0F, 0.0F);
		bone.cubeList.add(new ModelBox(bone, 0, 0, -4.0F, -4.0F, -4.0F, 8, 8, 8, 0.0F, false));
		bone.cubeList.add(new ModelBox(bone, 0, 16, -1.0F, 1.0F, -6.0F, 2, 2, 2, 0.0F, false));
		bone.cubeList.add(new ModelBox(bone, 0, 0, 0.0F, -7.0F, -3.0F, 0, 3, 2, 0.0F, false));
		bone.cubeList.add(new ModelBox(bone, 0, 3, 0.0F, 1.0F, 4.0F, 0, 1, 4, 0.0F, false));
		
		bone2 = new ModelRenderer(this);
		bone2.setRotationPoint(0.0F, -4.0F, -2.0F);
		setRotationAngle(bone2, -1.5708F, 0.0F, 0.0F);
		bone.addChild(bone2);
		bone2.cubeList.add(new ModelBox(bone2, 0, 0, 0.0F, -4.0F, -2.0F, 0, 3, 2, 0.0F, false));
		
		bone3 = new ModelRenderer(this);
		bone3.setRotationPoint(0.0F, 1.0F, 4.0F);
		setRotationAngle(bone3, 0.5236F, 0.0F, 0.0F);
		bone.addChild(bone3);
		bone3.cubeList.add(new ModelBox(bone3, 0, 3, 0.0F, 0.0F, 0.0F, 0, 1, 4, 0.0F, false));
		
		bone4 = new ModelRenderer(this);
		bone4.setRotationPoint(0.0F, 1.0F, 4.0F);
		setRotationAngle(bone4, -0.5236F, 0.0F, 0.0F);
		bone.addChild(bone4);
		bone4.cubeList.add(new ModelBox(bone4, 0, 3, 0.0F, 0.0F, 0.0F, 0, 1, 4, 0.0F, false));
	}
	
	@Override
	public void render(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale)
	{
		bone.render(scale);
	}
	
	public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z)
	{
		modelRenderer.rotateAngleX = x;
		modelRenderer.rotateAngleY = y;
		modelRenderer.rotateAngleZ = z;
	}
	
	@Override
	public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw,
			float headPitch, float scaleFactor, Entity entityIn)
	{
		this.bone.rotateAngleX = headPitch * 0.017453292f;
		this.bone.rotateAngleY = netHeadYaw * 0.017453292f;
	}
}

 

Where can i scale down an entity?

some of my birds should be smaller, but i cannot create souch a small model in Blockbench, because there will not be enough pixels left for a good face.

 

And i´m wondering about this:

this.setSize(0.875F, 0.6875F);

Why there are just two vaules?

a 3D-model has three dimensions: hight, width and length

 

Edited by Drachenbauer
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Spoiler

package com.drachenbauer32.angrybirdsmod.entity.render;

import org.lwjgl.opengl.GL11;

import com.drachenbauer32.angrybirdsmod.entity.EntityBlues;
import com.drachenbauer32.angrybirdsmod.entity.model.ModelBluesTrio;
import com.drachenbauer32.angrybirdsmod.util.Reference;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.entity.RenderLiving;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.entity.EntityLiving;
import net.minecraft.util.ResourceLocation;

public class RenderBlues extends RenderLiving<EntityBlues>
{
	public static final ResourceLocation TEXTURES = new ResourceLocation(Reference.MOD_ID + ":textures/entity/blues_trio.png");
	
	public RenderBlues(RenderManager manager)
	{
		super(manager, new ModelBluesTrio(), 0.5f);
	}

	@Override
	protected ResourceLocation getEntityTexture(EntityBlues entity)
	{
		return TEXTURES;
	}
	
	@Override
	protected void applyRotations(EntityBlues entityLiving, float p_77043_2_, float rotationYaw, float partialTicks)
	{
		super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks);
	}
	
	public float prepareScale(EntityBlues entitylivingbaseIn, float partialTicks)
	{
		GL11.glScalef(0.5F, 0.5F, 0.5F);
		return super.prepareScale(entitylivingbaseIn, partialTicks);
	}
}

 

Now i found a way to resize my entity.

It´s the last part (public float prepareScale) of this Render-Class (that i wrote for one of theese small birds)

Edited by Drachenbauer
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