1.15 Mcreator (2020) Mob Sitting

Started by gustavowizard123 on

Topic category: Help with Minecraft modding (Java Edition)

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1.15 Mcreator (2020) Mob Sitting

hey guys im stuck on another code part here, important one; making the tamed mob to sit (the model sit), i cant figger it out the part marked on the code below:

private void setRotation(ModelRenderer model, float x, float y, float z) {
			model.rotateAngleX = x;
			model.rotateAngleY = y;
			model.rotateAngleZ = z;
		}

		
			// SITTING CODE

		

		public void setLivingAnimations(T entityIn, float limbSwing, float limbSwingAmount, float partialTick) {
        
        	if (entityIn.isSitting()) {       <---------------- THIS PART
        
            this.Head.setRotationPoint(0.5F, 17F, -1F);
			this.Body.setRotationPoint(0F, 18.5F, -0.5F);
			this.Body.rotateAngleX = 0.5235988F;
			this.ArmL.setRotationPoint(2F, 17.5F, -1F);
			this.ArmL.rotateAngleX = - 0.6108652F;
			this.ArmR.setRotationPoint(-1F, 17.5F, -1F);
			this.ArmR.rotateAngleX = - 0.6108652F;
			this.TailBase.setRotationPoint(0.5F, 21F, 4F);
			this.TailTip.setRotationPoint(0.5F, 21F, 4F);
			this.Face.setRotationPoint(0.5F, 17F, -1F);
			this.EarL.setRotationPoint(0.5F, 17F, -1F);
			this.EarR.setRotationPoint(0.5F, 17F, -1F);
			this.Nose.setRotationPoint(0.5F, 17F, -1F);

			this.UpLeg1.setRotationPoint(-1F, 23F, 3F);
			this.UpLeg1.rotateAngleX = - 1.396263F;
			this.DownLeg1.setRotationPoint(-0.9F, 20F, -1F);
			this.DownLeg1.rotateAngleX = 1.570796F;
			this.Foot1.setRotationPoint(-1F, 23.5F, -7F);
			this.Foot1.rotateAngleX = 1.919862F;
			this.UpLeg2.setRotationPoint(2F, 23F, 3F);
			this.UpLeg2.rotateAngleX = - 1.396263F;
			this.DownLeg2.setRotationPoint(1.9F, 27F, 1F);
			this.DownLeg2.rotateAngleX = - 1.570796F;
			this.Foot2.setRotationPoint(2F, 23.5F, -7F);
			this.Foot2.rotateAngleX = 1.919862F;
			
        }
        
        else
        
        {
			this.Head.setRotationPoint(0.5F, 15F, -1F);
			this.Body.setRotationPoint(0F, 16.5F, -0.5F);
			this.Body.rotateAngleX = 1.047198F;
			this.ArmL.setRotationPoint(2F, 15.5F, -1F);
			this.ArmL.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount  -0.3490659F;
			this.ArmR.setRotationPoint(-1F, 15.5F, -1F);
			this.ArmR.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount  -0.3490659F;
			this.TailBase.setRotationPoint(0.5F, 17F, 5F);
			this.TailTip.setRotationPoint(0.5F, 17F, 5F);
			this.Face.setRotationPoint(0.5F, 15F, -1F);
			this.EarL.setRotationPoint(0.5F, 15F, -1F);
			this.EarR.setRotationPoint(0.5F, 15F, -1F);
			this.Nose.setRotationPoint(0.5F, 15F, -1F);

			this.UpLeg1.setRotationPoint(-1F, 19F, 4.5F);
			this.DownLeg1.setRotationPoint(-1F, 19F, 4.5F);
			this.Foot1.setRotationPoint(-1F, 19F, 4.5F);
			this.UpLeg2.setRotationPoint(2F, 19F, 4.5F);
			this.DownLeg2.setRotationPoint(2F, 19F, 4.5F);
			this.Foot2.setRotationPoint(2F, 19F, 4.5F);

			this.UpLeg1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount - 0.7853982F;
            this.DownLeg1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount + 0.7853982F;
            this.Foot1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount;
            this.UpLeg2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount - 0.7853982F;
            this.DownLeg2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount + 0.7853982F;
            this.Foot2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount;

        }

    }

		// SITTING CODE END
        
		public void setRotationAngles(Entity entity, float f, float f1, float f2, float f3, float f4) {
		this.Head.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.Head.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.Face.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.Face.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.Nose.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.Nose.rotateAngleX = f4 / (180F / (float) Math.PI) + 0.0872665F;

               this.EarL.rotateAngleY = f3 / (180F / (float) Math.PI) - 0.7853982F;
               this.EarL.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.EarR.rotateAngleY = f3 / (180F / (float) Math.PI) + 0.7853982F;
               this.EarR.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.TailBase.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.TailTip.rotateAngleY = f3 / (180F / (float) Math.PI);

 

apreciate help, thank you!

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nobody? anybody made a…
Tue, 06/16/2020 - 22:35

nobody? anybody made a sitting mob on 1.15 there..? :D

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this is the part i need to…
Wed, 06/17/2020 - 07:27

this is the part i need to fix

 

public void setLivingAnimations(T entityIn, float limbSwing, float limbSwingAmount, float partialTick) {
        
        	if (entityIn.isSitting()) {       <---------------- THIS PART
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i know i have to put that T…
Thu, 06/18/2020 - 01:14

i know i have to put that T variable somewhere in here (the first line on the mob model part):

public static class ModelCapuchin extends EntityModel<Entity>

 

So T must extend something maybe the entity itself?

i tried like :

public static class ModelCapuchin <T extends CapuchinBlondEntity> extends EntityModel<Entity>

but no luck

 

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lol still cant make my tamed…
Mon, 06/22/2020 - 06:33

lol still cant make my tamed mobs model to sit :(

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you should really try…
Mon, 06/22/2020 - 08:10

you should really try learning java my friend, you're gonna need it if you plan on doing this a lot.

in ModelBase class the method is defined as below:

public void setLivingAnimations(EntityLivingBase entityIn, ...) {
    ...
}

maybe just try that? and if the isSitting() method is your child class only method, you can cast the entityIn to your custom entity class like this:

if ( ((CapuchinBlondEntity.EntityCustom)entityIn).isSitting() ) {
    ...
}

 

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or try this: public static…
Mon, 06/22/2020 - 20:12

or try this:

public static class ModelCapuchin extends EntityModel<CapuchinBlondEntity.EntityCustom>

and this:

public void setLivingAnimations(CapuchinBlondEntity.EntityCustom entityIn, ...

i don't know if 2020.3 still puts the EntityCustom class inside the your entity mod element class or not, so that ".EntityCustom" is just what you would add for 2020.2. 

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oh ahznd im really trying to…
Mon, 06/22/2020 - 20:17

oh ahznd im really trying to have some time to learn more and i will eventually, i just being having so busy with family problems and home working a lot, i will release a beta version of my mod so the kids can have some fun with it (they are asking a lot for it...) then i will jump into more java code tutorials..

 

but they keep changing the code :( i was able to make it work without errors like this, but them it wont animate the arms and legs nor sit)

 

public void setLivingAnimations(LivingEntity entityIn, float limbSwing, float limbSwingAmount, float partialTickTime) {
        
        
       if ( ((CapuchinBlondEntity.EntityCustom)entityIn).isSitting() ) {
        
            this.Head.setRotationPoint(0.5F, 17F, -1F);
			this.Body.setRotationPoint(0F, 18.5F, -0.5F);
			this.Body.rotateAngleX = 0.5235988F;
			this.ArmL.setRotationPoint(2F, 17.5F, -1F);
			this.ArmL.rotateAngleX = - 0.6108652F;
			this.ArmR.setRotationPoint(-1F, 17.5F, -1F);
			this.ArmR.rotateAngleX = - 0.6108652F;
			this.TailBase.setRotationPoint(0.5F, 21F, 4F);
			this.TailTip.setRotationPoint(0.5F, 21F, 4F);
			this.Face.setRotationPoint(0.5F, 17F, -1F);
			this.EarL.setRotationPoint(0.5F, 17F, -1F);
			this.EarR.setRotationPoint(0.5F, 17F, -1F);
			this.Nose.setRotationPoint(0.5F, 17F, -1F);

			this.UpLeg1.setRotationPoint(-1F, 23F, 3F);
			this.UpLeg1.rotateAngleX = - 1.396263F;
			this.DownLeg1.setRotationPoint(-0.9F, 20F, -1F);
			this.DownLeg1.rotateAngleX = 1.570796F;
			this.Foot1.setRotationPoint(-1F, 23.5F, -7F);
			this.Foot1.rotateAngleX = 1.919862F;
			this.UpLeg2.setRotationPoint(2F, 23F, 3F);
			this.UpLeg2.rotateAngleX = - 1.396263F;
			this.DownLeg2.setRotationPoint(1.9F, 27F, 1F);
			this.DownLeg2.rotateAngleX = - 1.570796F;
			this.Foot2.setRotationPoint(2F, 23.5F, -7F);
			this.Foot2.rotateAngleX = 1.919862F;
			
        }
        
        else
        
        {
			this.Head.setRotationPoint(0.5F, 15F, -1F);
			this.Body.setRotationPoint(0F, 16.5F, -0.5F);
			this.Body.rotateAngleX = 1.047198F;
			this.ArmL.setRotationPoint(2F, 15.5F, -1F);
			this.ArmL.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount  -0.3490659F;
			this.ArmR.setRotationPoint(-1F, 15.5F, -1F);
			this.ArmR.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount  -0.3490659F;
			this.TailBase.setRotationPoint(0.5F, 17F, 5F);
			this.TailTip.setRotationPoint(0.5F, 17F, 5F);
			this.Face.setRotationPoint(0.5F, 15F, -1F);
			this.EarL.setRotationPoint(0.5F, 15F, -1F);
			this.EarR.setRotationPoint(0.5F, 15F, -1F);
			this.Nose.setRotationPoint(0.5F, 15F, -1F);

			this.UpLeg1.setRotationPoint(-1F, 19F, 4.5F);
			this.DownLeg1.setRotationPoint(-1F, 19F, 4.5F);
			this.Foot1.setRotationPoint(-1F, 19F, 4.5F);
			this.UpLeg2.setRotationPoint(2F, 19F, 4.5F);
			this.DownLeg2.setRotationPoint(2F, 19F, 4.5F);
			this.Foot2.setRotationPoint(2F, 19F, 4.5F);

			this.UpLeg1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount - 0.7853982F;
            this.DownLeg1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount + 0.7853982F;
            this.Foot1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount;
            this.UpLeg2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount - 0.7853982F;
            this.DownLeg2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount + 0.7853982F;
            this.Foot2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount;

        }

    }

		// ANIMATION CODE END

		private void setRotation(ModelRenderer model, float x, float y, float z) {
			model.rotateAngleX = x;
			model.rotateAngleY = y;
			model.rotateAngleZ = z;
		}


		

			
			
		

		public void setRotationAngles(Entity entity, float f, float f1, float f2, float f3, float f4) {
			   this.Head.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.Head.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.Face.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.Face.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.Nose.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.Nose.rotateAngleX = f4 / (180F / (float) Math.PI) + 0.0872665F;

               this.EarL.rotateAngleY = f3 / (180F / (float) Math.PI) - 0.7853982F;
               this.EarL.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.EarR.rotateAngleY = f3 / (180F / (float) Math.PI) + 0.7853982F;
               this.EarR.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.TailBase.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.TailTip.rotateAngleY = f3 / (180F / (float) Math.PI);

 

cant apreciate enough all the help you being giving.. i already credit you well on my mod page, thanks again!

https://www.curseforge.com/minecraft/mc-mods/wizards-animals

here is the mod so far, i got 80 mobs and more are coming, i´ve being modeling a lot of new stuff on old good techne :D

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do i need both public void…
Mon, 06/22/2020 - 21:09

do i need both

public void setLivingAnimations

and

public void setRotationAngles

or i can make this in a more simple way?

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i dont know if this have…
Mon, 06/22/2020 - 21:21

i dont know if this have anything to do at this point, but here is the taming code part:

 

// TAME CODE
		public void setTamed(boolean tamed) {
			super.setTamed(tamed);
			// whatever you want your mob to do when it's tamed e.g. the wolf's class uses
			// this to increase the mob's max health to 20 if it's tamed
		}

		public boolean processInteract(PlayerEntity player, Hand handIn) {
			ItemStack itemstack = player.getHeldItem(handIn);
			if (!this.isTamed() && itemstack.getItem() == Items.APPLE && !this.isBreedingItem(itemstack)) {
				if (!player.abilities.isCreativeMode) {
					itemstack.shrink(1);
				}
				if (!this.world.isRemote) {
					if (this.rand.nextInt(3) == 0 && !net.minecraftforge.event.ForgeEventFactory.onAnimalTame(this, player)) {
						this.setTamedBy(player);
						this.navigator.clearPath();
						this.setAttackTarget((LivingEntity) null);
						this.sitGoal.setSitting(true);
						this.setHealth(8.0F);
						this.playTameEffect(true);
						this.world.setEntityState(this, (byte) 7);
					} else {
						this.playTameEffect(false);
						this.world.setEntityState(this, (byte) 6);
					}
				}
				return true;
			} else if (this.isOwner(player) && !this.world.isRemote && !this.isBreedingItem(itemstack)) {
				this.sitGoal.setSitting(!this.isSitting());
				this.isJumping = false;
				this.navigator.clearPath();
				this.setAttackTarget((LivingEntity) null);
				return true;
			}
			return super.processInteract(player, handIn);
		}

		// TAME CODE END

 

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it does work with the codes…
Mon, 06/22/2020 - 21:33

it does work with the codes you gave me (after i change EntityCustom to CustomEntity and such), but at this point i think the error might be up on that taming code... yet i cant see it

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i mean it work without…
Mon, 06/22/2020 - 21:38

i mean it work without errors but the mob wont sit, nor move the limbs now for some reason... those limbswing variables even work on 1.15 yet?

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its a txt for notepad ++
Mon, 06/22/2020 - 21:41

its a txt for notepad ++

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LoL by trying and error i…
Mon, 06/22/2020 - 23:23

LoL by trying and error i made it! finnaly this topic can be closed, thank you for all the help Ahz!

 

here is how the code worked:

public static class ModelCapuchin extends EntityModel<Entity>{  //Regular Mcreator Code

 

public void setLivingAnimations(Entity entityIn, float limbSwing, float limbSwingAmount, float partialTickTime) {
        
        
       if ( ((CapuchinBlondEntity.CustomEntity)entityIn).isSitting() ) {

 

all i had to do was use Entity entityIn LOL i cant believe took me 2 weeks to figger this out :D