Aight so you make 2 entities in mcreator one that cannot move and is the sitting or idle entity and one that is the active one that can move and or attack then you make a procedure that upon right clicking one of the entities it switches to the other entity.
I would think a separate entity with a sitting model that is activated on shift+RC or just RC and then about the same for the reverse
Then how would I merge the models together? I have an animation ready for it.
You would not need to merge them i would think
pls how i make mob sit when right clicked while tamed im making a mod with different dog breeds
Im very confused, im new to mcreator so i don't know how to do a lot
Aight so you make 2 entities in mcreator one that cannot move and is the sitting or idle entity and one that is the active one that can move and or attack then you make a procedure that upon right clicking one of the entities it switches to the other entity.
dont make 2 entities... this would mess their current Health... just use this code here:
public void setLivingAnimations(Entity entityIn, float limbSwing, float limbSwingAmount, float partialTickTime) {
if (((ChimpanzeEntity.CustomEntity) entityIn).isSitting()) { //<---------------- SITTING
this.BodyMiddle.rotateAngleX = -0.6981317F;
this.BodyBack.setRotationPoint(0F, 13.5F, 4F);
this.BodyBack.rotateAngleX = -1.047198F;
this.UpperLeg1.setRotationPoint(-3F, 18.5F, 5F);
this.UpperLeg1.rotateAngleX = -0.7853982F;
this.DownLeg1.setRotationPoint(-3F, 22F, 8F);
this.DownLeg1.rotateAngleX = -1.570796F;
this.Foot1.setRotationPoint(-3F, 23F, 8F);
this.Foot1.rotateAngleX = -1.570796F;
this.UpperLeg2.setRotationPoint(2F, 18.5F, 6F);
this.UpperLeg2.rotateAngleX = -0.7853982F;
this.DownLeg2.setRotationPoint(2F, 22F, 8F);
this.DownLeg2.rotateAngleX = -1.570796F;
this.Foot2.setRotationPoint(2F, 23F, 8F);
this.Foot2.rotateAngleX = -1.570796F;
this.UpperArm1.rotateAngleX = -0.0872665F;
this.UpperArm2.rotateAngleX = -0.0872665F;
this.LowerArm1.rotateAngleX = 0.0872665F;
this.LowerArm2.rotateAngleX = 0.0872665F;
this.Hand1.rotateAngleX = 0F;
this.Hand2.rotateAngleX = 0F;
} else { //<----------------------- MOVING
this.BodyMiddle.rotateAngleX = -0.3490659F;
this.BodyBack.setRotationPoint(0F, 11.5F, 5F);
this.BodyBack.rotateAngleX = -0.6981317F;
this.UpperLeg1.setRotationPoint(-3F, 15F, 7F);
this.DownLeg1.setRotationPoint(-3F, 15F, 7F);
this.Foot1.setRotationPoint(-3F, 15F, 7F);
this.UpperLeg2.setRotationPoint(2F, 15F, 7F);
this.DownLeg2.setRotationPoint(2F, 15F, 7F);
this.Foot2.setRotationPoint(2F, 15F, 7F);
this.UpperLeg1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount - 0.0872665F;
this.DownLeg1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount - 0.0872665F;
this.Foot1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount;
this.UpperLeg2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount - 0.0872665F;
this.DownLeg2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount - 0.0872665F;
this.Foot2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount;
this.UpperArm1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount - 0.0872665F;
this.LowerArm1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount + 0.0872665F;
this.Hand1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount;
this.UpperArm2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount - 0.0872665F;
this.LowerArm2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount + 0.0872665F;
this.Hand2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount;
}
}
put that above this part:
private void setRotation(ModelRenderer model, float x, float y, float z) {
model.rotateAngleX = x;
model.rotateAngleY = y;
model.rotateAngleZ = z;
}
at the very end of the file
I have 2 entities already though