Help! Detecting Idle/Walking/Attacking states in custom entities

Started by ItsSnowingSome… on

Topic category: Help with modding (Java Edition)

Last seen on 02:13, 22. Jan 2023
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Help! Detecting Idle/Walking/Attacking states in custom entities
Sun, 10/25/2020 - 02:47 (edited)

Before I start, I must say, I'm quite new to MCreator, but, I get the basics. I was wondering however, if there was a way to detect a custom entity's state so I could attach it's GeckoLib animations. Ex. detecting when entity is idle so it could play it's idle animation, or detecting when it is attacking another so it could play it's attacking animation (Edit: Okay, now I know GeckoLib is meant for the future 2020.5 version, and I've tried it with 2020.5.39514, and it still didn't work. I'm probably just being dumb, so, if anyone knows how to use it in the snapshot or 2020.4, I'd would be happy to know!)

Edited by ItsSnowingSomeWhereElse on Sun, 10/25/2020 - 02:47
Last seen on 02:13, 22. Jan 2023
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I figured it out now with…
Wed, 12/09/2020 - 21:20

I figured it out now with the release of 2020.5, Import your model like normal, however, instead of importing the animated java file normally make a folder named "animations" (Without quotes of course) under "Mod name"\src\main\resources\assets\"Mod name" and place your animated java file into the animations folder. Lastly, make sure after attaching your animation to your model though a procedure check the code (It should be near the bottom in quotes and should be after "Mod name"\src\main\resources\assets\"Mod name") and rename the animated java file to what's in the quotes of your code.

Last seen on 02:13, 22. Jan 2023
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This is the one I meant to…
Wed, 12/09/2020 - 21:28

This is the one I meant to reply to, damn, I feel a tad dumb.