Posted June 9, 201312 yr Hello all, I recently got my custom mob working with model and texture, and now want it to hold a weapon. I'm going to make a custom sword, but in the meantime I thought I would use a regular stone sword. Unfortunately, for some reason, my mob holds out his hand, as if he was holding an item, but there is nothing in the hand. Below will be the Entity****.java class: package timescape.entity; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityAgeable; import net.minecraft.entity.EnumCreatureAttribute; import net.minecraft.entity.ai.EntityAIAttackOnCollide; import net.minecraft.entity.ai.EntityAIFollowParent; import net.minecraft.entity.ai.EntityAIHurtByTarget; import net.minecraft.entity.ai.EntityAILookIdle; import net.minecraft.entity.ai.EntityAIMate; import net.minecraft.entity.ai.EntityAINearestAttackableTarget; import net.minecraft.entity.ai.EntityAIPanic; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAITempt; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.monster.EntityMob; import net.minecraft.entity.passive.EntityAnimal; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class EntityNutcracker extends EntityMob { public EntityNutcracker(World world) { super(world); this.texture = "/mods/Nutcracker.png"; this.getNavigator().setAvoidsWater(true); this.isImmuneToFire = false; this.moveSpeed = 0.25F; this.tasks.addTask(0, new EntityAISwimming(this)); this.tasks.addTask(2, new EntityAIAttackOnCollide(this, EntityPlayer.class, this.moveSpeed, false)); this.tasks.addTask(3, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F)); this.tasks.addTask(4, new EntityAIWander(this, this.moveSpeed)); this.tasks.addTask(5, new EntityAILookIdle(this)); this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, false)); this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 16.0F, 0, true)); } public boolean isAIEnabled() { return true; } public int getMaxHealth() { return 20; } protected void addRandomArmor() { this.setCurrentItemOrArmor(0, new ItemStack(Item.swordStone)); } public EnumCreatureAttribute getCreatureAttribute() { return EnumCreatureAttribute.UNDEAD; } protected String getLivingSound() { return "mob.endermen.idle"; } protected String getHurtSound() { return "mob.endermen.hit"; } protected String getDeathSound() { return "mob.endermen.death"; } protected void playStepSound(int par1, int par2, int par3, int par4) { this.worldObj.playSoundAtEntity(this, null, 0.15F, 1.0F); } protected int getDropItemId() { return Item.swordStone.itemID; } public EntityAgeable createChild1(EntityAgeable var1) { return null; } public ItemStack getHeldItem() { return defaultHeldItem; } static { defaultHeldItem = new ItemStack(Item.swordStone, 1); } private static final ItemStack defaultHeldItem; @Override protected boolean isValidLightLevel() { return true; } } Any help would be greatly appreciated. Greenman
June 9, 201312 yr Entity class won't tell us much; we need the Render class. BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech.
June 9, 201312 yr Author Ah, my bad. In that case, I haven't done anything to the render class, but here it is anyways: package timescape.render; import timescape.ModelNutcracker; import timescape.entity.EntityNutcracker; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelEnderman; import net.minecraft.client.renderer.entity.RenderLiving; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; @SideOnly(Side.CLIENT) public class RenderNutcracker extends RenderLiving { public RenderNutcracker(ModelNutcracker ModelNutcracker_Test, float f) { super(new ModelNutcracker(), 0.5F); } public RenderNutcracker(ModelBase par1ModelBase, float par2) { super(par1ModelBase, par2); } public void RenderNutcracker(EntityNutcracker par1EntityNutcracker, double par2, double par4, double par6, float par8, float par9) { super.doRenderLiving(par1EntityNutcracker, par2, par4, par6, par8, par9); } public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9) { this.RenderNutcracker((EntityNutcracker)par1EntityLiving, par2, par4, par6, par8, par9); } public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.RenderNutcracker((EntityNutcracker)par1Entity, par2, par4, par6, par8, par9); } }
June 9, 201312 yr Well... then... yeah, you need to add code in your Render class to render the item. It's not rendering anything because you're not telling it to. BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech.
June 9, 201312 yr Author Alright, so I found another tut to try working off of, and I got the entity*** to this: package timescape.entity; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityAgeable; import net.minecraft.entity.EnumCreatureAttribute; import net.minecraft.entity.ai.EntityAIAttackOnCollide; import net.minecraft.entity.ai.EntityAIFollowParent; import net.minecraft.entity.ai.EntityAIHurtByTarget; import net.minecraft.entity.ai.EntityAILookIdle; import net.minecraft.entity.ai.EntityAIMate; import net.minecraft.entity.ai.EntityAINearestAttackableTarget; import net.minecraft.entity.ai.EntityAIPanic; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAITempt; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.monster.EntityMob; import net.minecraft.entity.passive.EntityAnimal; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class EntityNutcracker extends EntityMob { public EntityNutcracker(World world) { super(world); this.texture = "/mods/Nutcracker.png"; this.getNavigator().setAvoidsWater(true); this.isImmuneToFire = false; this.moveSpeed = 0.25F; this.tasks.addTask(0, new EntityAISwimming(this)); this.tasks.addTask(2, new EntityAIAttackOnCollide(this, EntityPlayer.class, this.moveSpeed, false)); this.tasks.addTask(3, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F)); this.tasks.addTask(4, new EntityAIWander(this, this.moveSpeed)); this.tasks.addTask(5, new EntityAILookIdle(this)); this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, false)); this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 16.0F, 0, true)); } public boolean isAIEnabled() { return true; } public int getMaxHealth() { return 20; } protected void addRandomArmor() { this.setCurrentItemOrArmor(0, new ItemStack(Item.swordStone)); } public EnumCreatureAttribute getCreatureAttribute() { return EnumCreatureAttribute.UNDEAD; } protected String getLivingSound() { return "mob.endermen.idle"; } protected String getHurtSound() { return "mob.endermen.hit"; } protected String getDeathSound() { return "mob.endermen.death"; } protected void playStepSound(int par1, int par2, int par3, int par4) { this.worldObj.playSoundAtEntity(this, null, 0.15F, 1.0F); } protected int getDropItemId() { return Item.swordStone.itemID; } public EntityAgeable createChild1(EntityAgeable var1) { return null; } public ItemStack getHeldItem() { return heldItem; } private static ItemStack heldItem = new ItemStack(Item.swordStone); @Override protected boolean isValidLightLevel() { return true; } } And I understand that I need to render getHeldItem, but I can`t for the life of me figure out what exact line of code I would put in. EDIT: So I think I found something that MAY render it, but the this.func_82428_a has an error. RenderNutcracker.java package timescape.render; import java.awt.geom.Arc2D.Float; import timescape.ModelNutcracker; import timescape.entity.EntityNutcracker; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelEnderman; import net.minecraft.client.renderer.entity.RenderLiving; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; @SideOnly(Side.CLIENT) public class RenderNutcracker extends RenderLiving { public RenderNutcracker(ModelNutcracker ModelNutcracker_Test, float f) { super(new ModelNutcracker(), 0.5F); } public RenderNutcracker(ModelBase par1ModelBase, float par2) { super(par1ModelBase, par2); } public void RenderNutcracker(EntityNutcracker par1EntityNutcracker, double par2, double par4, double par6, float par8, float par9) { super.doRenderLiving(par1EntityNutcracker, par2, par4, par6, par8, par9); } public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9) { this.RenderNutcracker((EntityNutcracker)par1EntityLiving, par2, par4, par6, par8, par9); } public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.RenderNutcracker((EntityNutcracker)par1Entity, par2, par4, par6, par8, par9); } protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2) { this.func_82428_a((EntityNutcracker)par1EntityLiving, par2); } }
June 9, 201312 yr 82428_a is a RenderZombie function, so it won't work with you. Unfortunately, I don't know much about that kind of render code, so I probably can't help too much. BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech.
June 9, 201312 yr Dont know if this can help, but to to the Enderman render class, ant see the method of it has about holding items (i pretty think it might be)
June 10, 201312 yr So, my friend, if you are talking about HOLDING an ItemStack, you must add, at least, two methods, the EqquipedTems stuff, and the RenderCarrying. You can see they at the EnderMan renderer Look, about that function stuff, you will substitute it to your RenderCarrying, thats the thing, got it?
June 10, 201312 yr Author I took those two things (EquippedItems and RenderCarrying) and I input them into the render***.java class. This is what it look like: package timescape.render; import java.awt.geom.Arc2D.Float; import timescape.ModelNutcracker; import timescape.entity.EntityNutcracker; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.model.ModelBase; import net.minecraft.client.renderer.entity.RenderLiving; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; @SideOnly(Side.CLIENT) public class RenderNutcracker extends RenderLiving { public RenderNutcracker(ModelNutcracker ModelNutcracker_Test, float f) { super(new ModelNutcracker(), 0.5F); } public RenderNutcracker(ModelBase par1ModelBase, float par2) { super(par1ModelBase, par2); } public void RenderNutcracker(EntityNutcracker par1EntityNutcracker, double par2, double par4, double par6, float par8, float par9) { super.doRenderLiving(par1EntityNutcracker, par2, par4, par6, par8, par9); } public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9) { this.RenderNutcracker((EntityNutcracker)par1EntityLiving, par2, par4, par6, par8, par9); } public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.RenderNutcracker((EntityNutcracker)par1Entity, par2, par4, par6, par8, par9); } protected void renderCarrying(EntityNutcracker par1EntityNutcracker, float par2) { super.renderEquippedItems(par1EntityNutcracker, par2); } } However, the sword still doesn't render with the mob.
June 10, 201312 yr Heey, now i see that you mean a sword hehe, i will try to explain it Well, i dont like messing up with these func12346969 i really dont like them. But the only thing that i can tell you, is that in the Zombie, when you add that func stuff in the EquipedItems, you add a void method about it also. Example: public void func123 (stuff par1stuff....) . . . renderEquiperItems(stuff) func123(blabla)
June 10, 201312 yr Author I didn't really understand that, so let me clarify exactly what I want to do. I want a custom mob (with custom model) to render(already done), but I want to render a weapon for it at the same time (eg: sword) However, as I don't understand functions either, I would prefer to stay away from them. There must be another way, like what Newt was talking about. Could either of you explain what YOU would personally use to render a weapon for a mob? Thanks again for all the help I'm getting.
June 10, 201312 yr Author Still can't figure it out for the life of me If anyone has any ideas about this, please hit me with everything you've got.
June 10, 201312 yr Still can't figure it out for the life of me If anyone has any ideas about this, please hit me with everything you've got. *throws several thermonuclear bombs and a can of Coke at Greenman* I assure you, that would solve your problem, and in fact ensure that you don't have any problems anymore. BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech.
June 10, 201312 yr Author Still can't figure it out for the life of me If anyone has any ideas about this, please hit me with everything you've got. *throws several thermonuclear bombs and a can of Coke at Greenman* I assure you, that would solve your problem, and in fact ensure that you don't have any problems anymore. wha...well played Newt, well played.
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