Drachenbauer Posted February 16, 2019 Share Posted February 16, 2019 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 Quote Link to comment Share on other sites More sharing options...
DavidM Posted February 17, 2019 Share Posted February 17, 2019 ... Like you've said, you can change the scale from 0.5 to 1 to simulate inflating. Override Entity#attackEntityFrom . Quote 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TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2.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 More sharing options...
Drachenbauer Posted February 17, 2019 Author Share Posted February 17, 2019 but i´l change the model too. Quote Link to comment Share on other sites More sharing options...
DavidM Posted February 17, 2019 Share Posted February 17, 2019 Entity#setSize Quote 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TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2.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 More sharing options...
Drachenbauer Posted February 17, 2019 Author Share Posted February 17, 2019 (edited) and how to change the model, too? and why you place a # in your code-pieces? i´ve never seen that in my java-files... Edited February 17, 2019 by Drachenbauer Quote Link to comment Share on other sites More sharing options...
DavidM Posted February 17, 2019 Share Posted February 17, 2019 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) Quote 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 More sharing options...
Drachenbauer Posted February 17, 2019 Author Share Posted February 17, 2019 I want to change not only the size, i want to change the model-file too. Quote Link to comment Share on other sites More sharing options...
DavidM Posted February 17, 2019 Share Posted February 17, 2019 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. Quote 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 More sharing options...
Drachenbauer Posted February 17, 2019 Author Share Posted February 17, 2019 (edited) If this bird is inflated in the Angry Birds games, his face and feathers look mouch smaller relative to his swollen body. So i made a seccond model file with this look. And i want to combine it with resizing too Edited February 17, 2019 by Drachenbauer Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted February 17, 2019 Share Posted February 17, 2019 How do you plan on going between the models? Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.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 More sharing options...
Drachenbauer Posted February 17, 2019 Author Share Posted February 17, 2019 (edited) i openet this thread, because this is my question. Edited February 17, 2019 by Drachenbauer Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted February 17, 2019 Share Posted February 17, 2019 Ok, but how do you plan to smoothly transfer between two static models? Or do you not care about transferring smoothly? Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.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 More sharing options...
Drachenbauer Posted February 17, 2019 Author Share Posted February 17, 2019 not care, if there is no way to. Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted February 17, 2019 Share Posted February 17, 2019 You can load the models a couple ways. By assigning the model to a random item (may not work in 1.13) or loading the model yourself with a custom model cache. You can see my code for the second method at https://github.com/Cadiboo/WIPTech/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientEventSubscriber.java#L97, https://github.com/Cadiboo/WIPTech/blob/WIPTechAlpha/src/main/java/cadiboo/wiptech/client/render/entity/EntityRailgunRenderer.java, https://github.com/Cadiboo/WIPTech/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientEventSubscriber.java#L180-L214 and https://github.com/Cadiboo/WIPTech/blob/WIPTechAlpha/src/main/java/cadiboo/wiptech/client/model/ModelsCache.java. With this approach, any non-vanilla textures you need must be loaded in the texture stitch event Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.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 More sharing options...
Drachenbauer Posted July 15, 2019 Author Share Posted July 15, 2019 (edited) 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 July 15, 2019 by Drachenbauer Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted July 16, 2019 Share Posted July 16, 2019 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. Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.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 More sharing options...
Drachenbauer Posted July 16, 2019 Author Share Posted July 16, 2019 (edited) 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 July 16, 2019 by Drachenbauer Quote Link to comment Share on other sites More sharing options...
Drachenbauer Posted July 16, 2019 Author Share Posted July 16, 2019 (edited) 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 July 16, 2019 by Drachenbauer Quote Link to comment Share on other sites More sharing options...
Artanis Posted July 16, 2019 Share Posted July 16, 2019 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 :\ Quote Link to comment Share on other sites More sharing options...
Drachenbauer Posted July 16, 2019 Author Share Posted July 16, 2019 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? Quote Link to comment Share on other sites More sharing options...
Drachenbauer Posted July 22, 2019 Author Share Posted July 22, 2019 (edited) 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 July 23, 2019 by Drachenbauer Quote Link to comment Share on other sites More sharing options...
Drachenbauer Posted February 21, 2020 Author Share Posted February 21, 2020 (edited) 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 February 26, 2020 by Drachenbauer Quote Link to comment Share on other sites More sharing options...
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