Jump to content

How do i make an entity changing it´s model and scale if it gets damage?


Drachenbauer

Recommended Posts

Hello

 

I´m working on an Angry Birds-mod.

 

One of the birds (the orange one) is very small, but has the ability to inflate him self like a balloon.

 

For this one, i have 2 model-files.

 

Is there any way, how i can script, that he inflates him self for a few secconds by getting damage (by changing his model and scale from 0,5 to 1 and back to 0,5)?

 

I already managet to scale the very small birds down to 0.5 while spawning them

 

Link to comment
Share on other sites

... Like you've said, you can change the scale from 0.5 to 1 to simulate inflating.

 

Override

Entity#attackEntityFrom

.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

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

 

 

Link to comment
Share on other sites

Entity#setSize

 

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

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

 

 

Link to comment
Share on other sites

1. If you just want to resize the rendered model, add an EventSubscriber for RenderLivingEvent.Pre and use GlStateManager#scale to resize the rendered model.

2. https://stackoverflow.com/questions/11247793/why-do-some-folks-use-classmethod-instead-of-class-method-in-correspondence (or, you know, Google is your friend)

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

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

 

 

Link to comment
Share on other sites

Why do you want to change the model?

To simulate the inflating you just need to change the size of your entity.

The 2 models are not necessary.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

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

 

 

Link to comment
Share on other sites

How do you plan on going between the models?

About Me

Spoiler

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.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Link to comment
Share on other sites

Ok, but how do you plan to smoothly transfer between two static models? Or do you not care about transferring smoothly?

About Me

Spoiler

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.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Link to comment
Share on other sites

About Me

Spoiler

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.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Link to comment
Share on other sites

  • 4 months later...

Now i have both model-classes with their renderer-classes.

 

How can i switch bitween the renderers, if the entity collides with the player (i think, that´s better than damage, so i can cause him to inflate, withouf damage him)?

I found this mothod for the collision.

    @Override
    public void onCollideWithPlayer(PlayerEntity entityIn)
    {
        super.onCollideWithPlayer(entityIn);
    }

What must i put in there to cause a change to the other renderer?

 

During another project, i found a way to make it first do stuff, than wait a time, than do other stuff:

With this i will make him inflate in the moment of the collision and deflate 4 seconds later:

    @Override
    public void onCollideWithPlayer(PlayerEntity entityIn)
    {
        //command for inflate
        timer.schedule(new TimerTask()
        {
            @Override
            public void run()
            {
                //command for deflate after 4 seconds
            }
        }
        , 4000);
        
        super.onCollideWithPlayer(entityIn);
    }

But what must i put above and inside the timer to change the renderer for this instance of the entity?

Edited by Drachenbauer
Link to comment
Share on other sites

5 hours ago, Drachenbauer said:

What must i put in there to cause a change to the other renderer?

I would have a field on my entity that would store the time since it was last hit, set it to 0 in that method and increment it each tick.

 

5 hours ago, Drachenbauer said:

timer.schedule(new TimerTask()

do NOT do this. 

About Me

Spoiler

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.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Link to comment
Share on other sites

15 hours ago, Cadiboo said:

I would have a field on my entity that would store the time since it was last hit, set it to 0 in that method and increment it each tick.

 

do NOT do this. 

Why i should not do this timer thing?

In my other project (a simple sokoban-game, nothing about minecraft) it works fine.

 

And how do i increase a time-field by tick?

Edited by Drachenbauer
Link to comment
Share on other sites

Is this better:

    @Override
    public void livingTick()
    {
        timeUntilDeflating++;
        
        if (timeUntilDeflating >= 80)
        {
            //command or deflating here
        }
        
        super.livingTick();
    }
    
    @Override
    public void onCollideWithPlayer(PlayerEntity entityIn)
    {
        timeUntilDeflating = 0;
        //command for inflating here
    }
Edited by Drachenbauer
Link to comment
Share on other sites

On 2/16/2019 at 9:52 PM, Drachenbauer said:

Hello

 

I´m working on an Angry Birds-mod.

 

One of the birds (the orange one) is very small, but has the ability to inflate him self like a balloon.

 

For this one, i have 2 model-files.

 

Is there any way, how i can script, that he inflates him self for a few secconds by getting damage (by changing his model and scale from 0,5 to 1 and back to 0,5)?

 

I already managet to scale the very small birds down to 0.5 while spawning them

 

Angry zombies in Thaumcraft grow larger when they damaged by players.
you can view Thaumcraft source aswell  :\

Link to comment
Share on other sites

what i need is, how to change the renderer for this instance, because the proportions of this bird change, if he inflates himself.

His body expands, but his face and feathers stax the same size.

So i have two renderers, wich use different models.

If i register both in my render-handler, the seccond one is used for the entity.

At first i thaught, maybe it will render both at the same place, doing the same stuff in the same moment.

But that isn´t the case.

 

so what must i put in the command-spots of the piece of code in my last post to change the renderer for this instance?

Link to comment
Share on other sites

I have got an idea:

I can create the inflated version as an own entity without living animations.

And in the original entity of the bird, it should spawn the inflated version at it´s position, if i collide with him and despawn it after the four secconds, i declared in the living-tick.

And while theese four secconds, the normal one should do no living animations to stay hidden inside the inflated model.

 

My code in the entity-class for this so far:

    @Override
    public void livingTick()
    {
        if (timeUntilDeflating > 0)
        {
            timeUntilDeflating--;
            
            if (timeUntilDeflating == 0)
            {
                //command for deflating here
            }
        }
        else
        {
            super.livingTick();
        }
    }
    
    @Override
    public void onCollideWithPlayer(PlayerEntity entityIn)
    {
        if (timeUntilDeflating == 0)
        {
            timeUntilDeflating = 80;
            //command for inflating here
        }
    }

It actually makes the entity stop it´s whoole movement and animations for four secconds after a collision with the player.

I´ll use this effect to keep the normal model hidden inside the inflated one.

 

I´m still working on an abstract renderer, that uses a model-class and scalefactor, but no living-animations (for the inflated variant).

 

How do i write a command, that spawns the inflated entity and fits in here?

And one that despawns it?

It should be spawned in the actual position of the normal one (to encase it) and with it´s rotation-angle around the vertical axis.

Edited by Drachenbauer
Link to comment
Share on other sites

  • 6 months later...

Now i use two models ant e texture, thad holds stuff for both models to simulate his inflating skill.

This worked well.

Then i thaught about resizing his boundingbox to fit the two different sizes.

Now he disappears, if i run into him to make him inflate.

I created theese boundingboxes:

    protected static final AxisAlignedBB BBUBBLES_AABB = new AxisAlignedBB(6.0D, 0.0D, 6.0D, 12.0D, 4.0D, 12.0D);
    protected static final AxisAlignedBB BBUBBLES_INFLATED_AABB = new AxisAlignedBB(-2.0D, 0.0D, -2.0D, 18.0D, 20.0D, 18.0D);

 

and use them in theese methods:

    @Override
    public void livingTick()
    {
        if (timeUntilDeflating > 0)
        {
            timeUntilDeflating--;
            
            if (timeUntilDeflating == 0)
            {
                isInflated = false;
                setBoundingBox(BBUBBLES_AABB);
                
            }
        }
        else
        {
            super.livingTick();
        }
    }
    
    @Override
    public void onCollideWithPlayer(PlayerEntity entityIn)
    {
        if (timeUntilDeflating == 0)
        {
            timeUntilDeflating = 80;
            isInflated = true;
            setBoundingBox(BBUBBLES_INFLATED_AABB);
        }
    }

in ormal state he is a 4x4x4 pixels (1/4 block-edgelength) cube and inflated 20.2.x2.pixels (a bit bigger than a block)

Is something wrong with my boundingboxes?

Edited by Drachenbauer
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Minecraft Version: 1.8-1.20.X Forge Version: All (Tested on 49.0.27, 11.14.4.1577 and some others) Steps to Reproduce: Setup a server with IPV6 only Setup a docker container with forge Try to connect to the Forge Server Description of issue: Hello, I am reaching out to seek your expertise within this forum to clarify a technical situation I am encountering, suspecting a potential issue related to Forge in a Docker environment, specifically in an IPv6 context. Initial Configuration: Debian 12 server, configured exclusively for IPv6, with Docker installed. Using the Docker image ghcr.io/pterodactyl/yolks:java_17, launching a Minecraft Vanilla server version 1.20.4 proceeds without any issues. Problem: The issue arises when deploying a Minecraft Forge server version 1.20.4 with the same Docker image (ghcr.io/pterodactyl/yolks:java_17), where connecting to the server becomes impossible. Notably, this issue does not occur when launching outside of Docker, where the server functions as expected. Hypothesis: This situation leads me to question the interaction between Forge and Docker, particularly in an IPv6-only configuration, despite several resolution attempts (testing with different versions of Forge, adjusting container network configurations (0.0.0.0, ::/0, and the server's ipv6), trials with various network settings, and modifications of Java options). Further testing was conducted with and without the use of the Pterodactyl game panel, unsuccessfully. The parameter -Djava.net.preferIPv4Stack=false also did not provide a solution. I tried to do the same things on multiple Minecraft server (include vanilla,spigot,fabric,sponge) and this work fine. The problem only happend with Forge. This issue seem to happend on all forge versions.   I appreciate your time and assistance in advance.
    • The game crashed whilst exception ticking world Error: java.lang.NullPointerException: Cannot invoke "net.minecraft.resources.ResourceLocation.equals(Object)" because "this.lootTableId" is null Error given is above. I was already playing for around 15 minutes and wasn't doing anything specific or even breaking anything when the crashed happened. This is update 1.19.2 forge: 43.2.23 Mod list: ESSENTIAL Mod (by SparkUniverse_) Traveler's Titles (Forge) (by YUNGNICKYOUNG) Resourceful Config (by ThatGravyBoat) Dynamic Lights (by atomicstrykergrumpy) TenzinLib (by CommodoreThrawn) Nature's Compass (by Chaosyr) Library Ferret - Forge (by jtl_elisa) Cold Sweat (by Mikul) Simple Voice Chat (by henkelmax) Waystones (by BlayTheNinth) Carry On (by Tschipp) [Let's Do] Meadow (by satisfy) Creeper Overhaul (by joosh_7889) AutoRegLib (by Vazkii) Moonlight Lib (by MehVahdJukaar) AppleSkin (by squeek502) Xaero's World Map (by xaero96) Rotten Creatures (by fusionstudiomc) YUNG's API (Forge) (by YUNGNICKYOUNG) Village Artifacts (by Lothrazar) Right Click, Get Crops (by TeamCoFH) Supplementaries (by MehVahdJukaar) Automatic Tool Swap (by MelanX) Better Third Person (by Socolio) Supplementaries Squared (by plantspookable) Traveler's Backpack (by Tiviacz1337) Caelus API (Forge/NeoForge) (by TheIllusiveC4) Creatures and Beasts (by joosh_7889) Architectury API (Fabric/Forge/NeoForge) (by shedaniel) Quark Oddities (by Vazkii) Origins (Forge) (by EdwinMindcraft) Villager Names (by Serilum) GeckoLib (by Gecko) Realistic Bees (by Serilum) Illuminations Forge 🔥 (by dimadencep) Serene Seasons (by TheAdubbz) Critters and Companions (by joosh_7889) [Let's Do] Bakery (by satisfy) Falling Leaves (Forge) (by Cheaterpaul) Jade 🔍 (by Snownee) Collective (by Serilum) TerraBlender (Forge) (by TheAdubbz) [Let's Do] API (by Cristelknight) Towns and Towers (by Biban_Auriu) More Villagers (by SameDifferent) Biomes O' Plenty (by Forstride) Goblin Traders (by MrCrayfish) Corpse (by henkelmax) Tree Harvester (by Serilum) Balm (Forge Edition) (by BlayTheNinth) Mouse Tweaks (by YaLTeR) Sound Physics Remastered (by henkelmax) Xaero's Minimap (by xaero96) Just Enough Items (JEI) (by mezz) Terralith (by Starmute) Quark (by Vazkii) [Let's Do] Vinery (by satisfy) [Let's Do] Candlelight (by satisfy) Repurposed Structures (Neoforge/Forge) (by telepathicgrunt) Dusty Decorations (by flint_mischiff) Immersive Armors [Fabric/Forge] (by Conczin) Serene Seasons Fix (by Or_OS) Shutup Experimental Settings! (by Corgi_Taco) Skin Layers 3D (Fabric/Forge) (by tr7zw)
    • Make sure Java is running via Nvidia GPU https://windowsreport.com/minecraft-not-using-gpu/  
    • Also make a test with other Custom Launchers like AT Launcher, MultiMC or Technic Launcher
    • Embeddium and valkyrienskies are not working together - remove one of these mods With removing Embeddium, also remove Oculus, TexTrue's Embeddium Options and Embeddium Extras Or use Rubidium instead
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.