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[1.7.10] Mob will not move like it should


Macintoshuser_2

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Hello. Upon adding in a mob to the mod I am currently working on, The mob renders and stuff just fine but the issue that I am having is that the mob will not walk like I would like it to. I want it to walk like a Normal Zombie or Player for that matter.

 

The video below shows how it walks:

 

 

[embed=425,349]

[/embed]

 

 

How can I fix this?

 

 

Code for AI:

 

package Josh.Mod.Main.Entity.Macintoshuser2;

import Josh.Mod.Main.ModMain;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.EntityAIAttackOnCollide;
import net.minecraft.entity.ai.EntityAIHurtByTarget;
import net.minecraft.entity.ai.EntityAILookIdle;
import net.minecraft.entity.ai.EntityAINearestAttackableTarget;
import net.minecraft.entity.ai.EntityAISwimming;
import net.minecraft.entity.ai.EntityAIWander;
import net.minecraft.entity.ai.EntityAIWatchClosest;
import net.minecraft.entity.monster.EntityMob;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.world.World;

public class EntityMac extends EntityMob{

public EntityMac(World par1World) {
	super(par1World);
	this.getNavigator().setBreakDoors(false);
	this.tasks.addTask(0, new EntityAISwimming(this));
	this.tasks.addTask(2, new EntityAIAttackOnCollide(this, EntityPlayer.class, 1.0D, false));
	this.tasks.addTask(3, new EntityAIWander(this, 1.0D));
	this.tasks.addTask(4, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F));
	this.tasks.addTask(4, new EntityAILookIdle(this));
	this.targetTasks.addTask(1,  new EntityAIHurtByTarget(this, true));
	this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true));
}
protected void applyEntityAttributes(){
	super.applyEntityAttributes();
	this.getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(3.0D);
}
protected Item getDropItem(){
	return Items.rotten_flesh;
}
protected void dropRareDrop(int par1){
	switch(this.rand.nextInt(2)){
		case 0:
			this.dropItem(ModMain.Ruby, 1);
			break;
		case 1:
			this.dropItem(Item.getItemFromBlock(ModMain.Sulphur), 1);
	}
}
}

 

 

 

Code for Model:

 

package Josh.Mod.Main.Entity.Macintoshuser2;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

public class ModelMac extends ModelBase
{
  //fields
    ModelRenderer head;
    ModelRenderer body;
    ModelRenderer rightarm;
    ModelRenderer leftarm;
    ModelRenderer rightleg;
    ModelRenderer leftleg;
  
  public ModelMac()
  {
    textureWidth = 64;
    textureHeight = 32;
    
      head = new ModelRenderer(this, 0, 0);
      head.addBox(-4F, -8F, -4F, 8, 8, ;
      head.setRotationPoint(0F, 0F, 0F);
      head.setTextureSize(64, 32);
      head.mirror = true;
      setRotation(head, 0F, 0F, 0F);
      body = new ModelRenderer(this, 16, 16);
      body.addBox(-4F, 0F, -2F, 8, 12, 4);
      body.setRotationPoint(0F, 0F, 0F);
      body.setTextureSize(64, 32);
      body.mirror = true;
      setRotation(body, 0F, 0F, 0F);
      rightarm = new ModelRenderer(this, 40, 16);
      rightarm.addBox(-3F, -2F, -2F, 4, 12, 4);
      rightarm.setRotationPoint(-5F, 2F, 0F);
      rightarm.setTextureSize(64, 32);
      rightarm.mirror = true;
      setRotation(rightarm, 0F, 0F, 0F);
      leftarm = new ModelRenderer(this, 40, 16);
      leftarm.addBox(-1F, -2F, -2F, 4, 12, 4);
      leftarm.setRotationPoint(5F, 2F, 0F);
      leftarm.setTextureSize(64, 32);
      leftarm.mirror = true;
      setRotation(leftarm, 0F, 0F, 0F);
      rightleg = new ModelRenderer(this, 0, 16);
      rightleg.addBox(-2F, 0F, -2F, 4, 12, 4);
      rightleg.setRotationPoint(-2F, 12F, 0F);
      rightleg.setTextureSize(64, 32);
      rightleg.mirror = true;
      setRotation(rightleg, 0F, 0F, 0F);
      leftleg = new ModelRenderer(this, 0, 16);
      leftleg.addBox(-2F, 0F, -2F, 4, 12, 4);
      leftleg.setRotationPoint(2F, 12F, 0F);
      leftleg.setTextureSize(64, 32);
      leftleg.mirror = true;
      setRotation(leftleg, 0F, 0F, 0F);
  }
  
  public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
  {
      super.render(entity, f, f1, f2, f3, f4, f5);
      setRotationAngles(f, f1, f2, f3, f4, f5, entity);
      head.render(f5);
      body.render(f5);
      rightarm.render(f5);
      leftarm.render(f5);
      rightleg.render(f5);
      leftleg.render(f5);
  }
  
  private void setRotation(ModelRenderer model, float x, float y, float z)
  {
      model.rotateAngleX = x;
      model.rotateAngleY = y;
      model.rotateAngleZ = z;
  }
  
  public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
  {
  this.head.rotateAngleY = f3 / (180F / (float)Math.PI);
  this.head.rotateAngleX = f4 / (180F / (float)Math.PI);
  
  this.rightarm.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;
  this.leftarm.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
  this.rightarm.rotateAngleZ = 0.0F;
  this.leftarm.rotateAngleZ = 0.0F;
  this.rightleg.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
  this.leftleg.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1;
  this.rightleg.rotateAngleY = 0.0F;
  this.leftleg.rotateAngleY = 0.0F;
  
  this.rightarm.rotateAngleY = 0.0F;
  this.leftarm.rotateAngleY = 0.0F;
  float f6;
  float f7;
  
  if(this.onGround > -9990.0F){
	  f6 = this.onGround;
	  this.body.rotateAngleY = MathHelper.sin(this.body.rotateAngleY) * 5.0F;
	  this.rightarm.rotationPointZ = MathHelper.sin(this.body.rotateAngleY) * 5.0F;
	  this.rightarm.rotationPointX = -MathHelper.cos(this.body.rotateAngleY) * 5.0F;
	  this.leftarm.rotationPointZ = -MathHelper.sin(this.body.rotateAngleY) * 5.0F;
	  this.leftarm.rotationPointX = MathHelper.cos(this.body.rotateAngleY) * 5.0F;
	  this.rightarm.rotateAngleY += this.body.rotateAngleY;
	  this.leftarm.rotateAngleY += this.body.rotateAngleY;
	  this.leftarm.rotateAngleX += this.body.rotateAngleY;
	  f6 = 1.0F - this.onGround;
	  f6 *= f6;
	  f6 *= f6;
	  f6 = 1.0F - f6;
	  f7 = MathHelper.sin(f6 * (float)Math.PI);
	  float f8 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.head.rotateAngleX - 0.7F) * 0.75F;
	  this.rightarm.rotateAngleX = (float)((double) this.rightarm.rotateAngleX - ((double)f7 * 1.2D + (double)f8));
	  this.rightarm.rotateAngleY += this.body.rotateAngleY * 2.0F;
	  this.rightarm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.5F;
  }
  
  this.rightarm.rotateAngleZ += MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05F;
  this.leftarm.rotateAngleZ -= MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05;
  this.rightarm.rotateAngleX += MathHelper.sin(f2 * 0.09F) * 0.05F + 0.05F;
  this.leftarm.rotateAngleX -= MathHelper.sin(f2 * 0.067F) * 0.05F;

  super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
  }
}

 

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