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Posted

I'm trying to spawn an entity, in this example EvokerFangs, and have it be rotated. I can set its yaw (turning left/right) fine, but not its pitch (up/down). Since rotationPitch is a field I assume it's possible.

 

Here's my code:

EntityEvokerFangs toSpawn = new EntityEvokerFangs(senderWorld); // senderWorld is a world retrieved from the context of a packet
toSpawn.setPosition(message.x, message.y, message.z);
toSpawn.rotationPitch = 45F;
System.out.println("Pitch: " + toSpawn.rotationPitch); // Prints 45
toSpawn.rotationYaw = 45F;
System.out.println("Yaw: " + toSpawn.rotationYaw); // Prints 45
senderWorld.spawnEntity(toSpawn); // Spawned with a 45 yaw but not picth

 

What's going on here?

Posted

I would recommend using the debugger to track down where the value gets reset

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Posted

Alright, I figured out what it was. An Entity's rotationPitch field controls the pitch of the entity's head, not the entire body. EntityEvokerFangs don't have a head; therefore, there wasn't any pitch to set, so I wasn't seeing any change.

 

So, in order for me to do what I'm trying to do, I'm going to have to do a bunch of rendering stuff to rotate an entire entity. That should be fun. If anybody has any suggestions on changing the pitch of an entire entity, feel free to send them my way!

Posted
On 6/10/2019 at 2:40 AM, TheKingElessar said:

If anybody has any suggestions on changing the pitch of an entire entity, feel free to send them my way!

Try looking into elytra, sleeping and death. All of those involve the entity "lying down"

Posted
5 hours ago, Alpvax said:

Try looking into elytra, sleeping and death. All of those involve the entity "lying down"

Yeah, I got what I wanted working by changing how it was rendered, but it suddenly occurred to me yesterday that I could look into the "Dinnerbone" nametag code. I'll take a look at those things!
 

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