Posted March 1, 20205 yr Hello I have an entity, that changes it´s model to an inflated variant, if i collide with it in the game. How do i make ir change it´s collision-box- / boundingbox-size, too?
March 1, 20205 yr Override Entity#getSize I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.
March 1, 20205 yr Author In this method now i have an if else, that uses my already existing boolean to provide two size values. But it doesn´t change the size of the box, that i can see, if i press F3 and B. I have the structure, that changes the model: @Override public void livingTick() { if (timeUntilDeflating > 0) { timeUntilDeflating--; if (timeUntilDeflating == 0) { isInflated = false; } } else { super.livingTick(); } } @Override public void onCollideWithPlayer(PlayerEntity entityIn) { if (timeUntilDeflating == 0) { timeUntilDeflating = 80; isInflated = true; } } How do i now call it in there?
March 1, 20205 yr Author Bump: Now i found out, that i have to use recalculateSize(); there. But the bigger box doesn´t fit to his position... And if he is in water, he disappears after inflating (i was glitched into him, maybe that´s a reason, too) how do i fix this? Edit: now i use this to change his boundingbox: AxisAlignedBB aabb = this.getBoundingBox(); this.setBoundingBox(new AxisAlignedBB(aabb.minX + 0.5d, aabb.minY, aabb.minZ + 0.5d, aabb.maxX - 0.5d, aabb.maxY - 1.0d, aabb.maxZ - 0.5d)); I use it in "livengTick" and "onCollidewithPlayer" Now the key F3 + B shows his boundingbox matching his bodysize, but i can run through him... How do i make this boundingbox act as collisionbox and hitbox, too? Edited March 2, 20205 yr by Drachenbauer
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