nil Posted November 5, 2019 Share Posted November 5, 2019 1. When i spawned the entity into the world i noticed that it did not carry a bow. Is it possible to use something like AbstractSkeleton.setEquipmentBasedOnDifficulty to set the bow or do i have to manually add the bow to the entities mainhand? 2.Since i want the entity to move like a normal skeleton would, where can i find the rotationAngle values used by the original? Quote Link to comment Share on other sites More sharing options...
nil Posted November 6, 2019 Author Share Posted November 6, 2019 import java.util.Random; import net.minecraft.entity.monster.EntitySkeleton; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.entity.projectile.EntityTippedArrow; import net.minecraft.init.Items; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class EntityPlagueArcher extends EntitySkeleton { public EntityPlagueArcher(World worldIn) { super(worldIn); } @Override protected EntityArrow getArrow(float p_190726_1_) { Random rand = new Random(); EntityArrow entityarrow = super.getArrow(p_190726_1_); if (rand.nextInt(2) == 0) { ItemStack item = new ItemStack(Items.TIPPED_ARROW,1,14); ((EntityTippedArrow)entityarrow).setPotionEffect(item); return entityarrow; } else { return entityarrow; } } } Sry if it's not color coded i don't know how you did that last time. Quote Link to comment Share on other sites More sharing options...
nil Posted November 6, 2019 Author Share Posted November 6, 2019 (edited) Nevermind it's just the model that's not working correctly, it does shoot. Edited November 6, 2019 by nil Quote Link to comment Share on other sites More sharing options...
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