make ranged entities suck less at aiming?

Started by SleepyWhirl_Alt on

Topic category: Help with MCreator software

Last seen on 22:12, 24. Apr 2024
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make ranged entities suck less at aiming?

hello

i am making some ranged entities for a mod im working on, but they seem to suck at their job and barely ever hit me with their projectiles, they sort of just shoot into my general vicinity, but not directly at my current location. is there a way to adjust their accuracy and make them actually work properly?

help is appreciated, thanks. 

Last seen on 22:12, 24. Apr 2024
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bumping this again.
Sat, 04/13/2024 - 11:25

bumping this again.

Last seen on 22:12, 24. Apr 2024
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and once again
Sun, 04/14/2024 - 06:04

and once again

Last seen on 06:00, 30. Apr 2024
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i would say, taht the…
Sun, 04/14/2024 - 14:36

i would say, taht the solution would be to manually code a shooting system, 
1 - in his IA window, make it just look at the closest player 
2 - on the tickupdate of the mob, check if there is player in a X cube square, if yes, run a clock
3 - when the colock reach the expected time, shoot a projectile from the entity with a direction of X, Y and Z look angle of the entity, multiply by a random factor (the smaller the random factor is, the more accurate it will be)

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good point, that would work…
Tue, 04/16/2024 - 17:43

good point, that would work to an extend, but would also be an unnecessary work around in a way, since i know for a fact that the "accuracy" stat is built into a ranged entity in one way or another (mainly skeletons in vanilla, which scale their accuracy depending on difficulty)

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any other ideas? (bump)
Thu, 04/18/2024 - 09:58

any other ideas? (bump)