How would I make a mob sit if tamed?

Started by EthanIslandGamer on Fri, 08/07/2020 - 17:24

Topic category: Help with MCreator software

Last seen on 04:39, 27. Jul 2021
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How would I make a mob sit if tamed?
Fri, 08/07/2020 - 17:24

How would I make a mob sit if tamed?

Last seen on 14:23, 15. Sep 2020
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I would think a separate…
Sat, 08/08/2020 - 17:43

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

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Then how would I merge the…
Sun, 08/09/2020 - 00:37

Then how would I merge the models together? I have an animation ready for it.

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You would not need to merge…
Sun, 08/16/2020 - 06:35

You would not need to merge them i would think

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pls how i make mob sit when…
Sun, 08/16/2020 - 14:44

pls how i make mob sit when right clicked while tamed im making a  mod with different dog breeds

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Im very confused, im new to…
Sun, 08/30/2020 - 18:42

Im very confused, im new to mcreator so i don't know how to do a lot

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Aight so you make 2 entities…
Tue, 09/01/2020 - 17:25

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.

Last seen on 19:53, 2. Jun 2021
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dont make 2 entities... this…
Sun, 04/18/2021 - 00:45

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;
            }
        }

 

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put that above this part:…
Sun, 04/18/2021 - 00:45

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