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    posted a message on [Forge] Please help! My mob wont spawn!
    i need help. My mob has an egg that appears ingame, and it is not spawning naturally in the forest like its supposed to , and the egg wont work either. Here is my code:

    Model Class
    package com.monstermod.mod;
    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;
    import net.minecraft.client.model.ModelBiped;
    import net.minecraft.entity.Entity;
    import net.minecraft.util.MathHelper;
    @SideOnly(Side.CLIENT)
    public class ModelFastZombie extends ModelBiped
    {
    public ModelFastZombie ()
    {
    	 this(0.0F, false);
    }
    protected ModelFastZombie (float p_i1167_1_, float p_i1167_2_, int p_i1167_3_, int p_i1167_4_)
    {
    	 super(p_i1167_1_, p_i1167_2_, p_i1167_3_, p_i1167_4_);
    }
    public ModelHanSolo(float p_i1168_1_, boolean p_i1168_2_)
    {
    	 super(p_i1168_1_, 0.0F, 64, p_i1168_2_ ? 32 : 64);
    }
    /**
    	 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    	 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    	 * "far" arms and legs can swing at most.
    	 */
    public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity p_78087_7_)
    {
    	 super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, p_78087_7_);
    	 float f6 = MathHelper.sin(this.onGround * (float)Math.PI);
    	 float f7 = MathHelper.sin((1.0F - (1.0F - this.onGround) * (1.0F - this.onGround)) * (float)Math.PI);
    	 this.bipedRightArm.rotateAngleZ = 0.0F;
    	 this.bipedLeftArm.rotateAngleZ = 0.0F;
    	 this.bipedRightArm.rotateAngleY = -(0.1F - f6 * 0.6F);
    	 this.bipedLeftArm.rotateAngleY = 0.1F - f6 * 0.6F;
    	 this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F);
    	 this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F);
    	 this.bipedRightArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
    	 this.bipedLeftArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
    	 this.bipedRightArm.rotateAngleZ += MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
    	 this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
    	 this.bipedRightArm.rotateAngleX += MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
    	 this.bipedLeftArm.rotateAngleX -= MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
    }
    }


    Entity Class
    package com.monstermod.mod;
    import net.minecraft.entity.EntityLiving;
    import net.minecraft.entity.ai.EntityAIAttackOnCollide;
    import net.minecraft.entity.ai.EntityAIHurtByTarget;
    import net.minecraft.entity.ai.EntityAILookIdle;
    import net.minecraft.entity.ai.EntityAIMoveThroughVillage;
    import net.minecraft.entity.ai.EntityAIMoveTowardsRestriction;
    import net.minecraft.entity.ai.EntityAINearestAttackableTarget;
    import net.minecraft.entity.ai.EntityAISwimming;
    import net.minecraft.entity.ai.EntityAIWander;
    import net.minecraft.entity.ai.EntityAIWatchClosest;
    import net.minecraft.entity.passive.EntityVillager;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.world.World;
    
    public class EntityFastZombie extends EntityLiving
    {
    /**
    	 * Ticker used to determine the time remaining for this zombie to convert into a villager when cured.
    	 */
    private int conversionTime;
    private boolean field_146076_bu = false;
    private float field_146074_bv = -1.0F;
    private float field_146073_bw;
    private static final String __OBFID = "CL_00001702";
    public EntityFastZombie(World p_i1745_1_)
    {
    	 super(p_i1745_1_);
    	 this.getNavigator().setBreakDoors(true);
    	 this.tasks.addTask(0, new EntityAISwimming(this));
    }
    /**
    	 * Returns the current armor value as determined by a call to InventoryPlayer.getTotalArmorValue
    	 */
    public int getTotalArmorValue()
    {
    	 int i = super.getTotalArmorValue() + 2;
    	 if (i > 20)
    	 {
    		 i = 20;
    	 }
    	 return i;
    }
    /**
    	 * Returns true if the newer Entity AI code should be run
    	 */
    protected boolean isAIEnabled()
    {
    	 return true;
    }
    }


    mod_Monster class
    package com.monstermod.mod;
    import net.minecraft.entity.Entity;
    import net.minecraft.entity.EntityList;
    import net.minecraft.entity.EnumCreatureType;
    import net.minecraft.init.Blocks;
    import net.minecraft.world.biome.BiomeGenBase;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.Mod.EventHandler;
    import cpw.mods.fml.common.SidedProxy;
    import cpw.mods.fml.common.event.FMLInitializationEvent;
    import cpw.mods.fml.common.registry.EntityRegistry;
    import cpw.mods.fml.common.registry.LanguageRegistry;
    import net.minecraft.entity.EntityList.EntityEggInfo;
    
    @Mod(modid = mod_Monster.MODID, version = mod_Monster.VERSION)
    public class mod_Monster
    {
    
    @SidedProxy(clientSide = "com.monster.mod.ClientProxy", serverSide = "com.monster.mod.CommonProxy")
    public static CommonProxy proxy;
    private static int startEntityId = 300;
    public static final String MODID = "monsters";
    public static final String VERSION = "1.0";
    
    
    private void registerEntityEgg(Class<? extends Entity> entity, int primaryColor, int secondaryColor) {
    int id = getUniqueEntityId();
    EntityList.IDtoClassMapping.put(id, new EntityEggInfo(id, primaryColor, secondaryColor));
    
    }
    public static int getUniqueEntityId(){
    	 do{
    	 startEntityId++;
    	
    	 }
    	 while(EntityList.getStringFromID(startEntityId)!= null);
    	 return startEntityId++;
    	 }
    	
    
    @EventHandler
    public void init(FMLInitializationEvent event)
    {
    EntityRegistry.registerGlobalEntityID(EntityFastZombie.class, "Han Solo", 254, 0xfffffff, 0x0033FF);
    EntityRegistry.addSpawn(EntityFastZombie.class, 10, 2, 4, EnumCreatureType.ambient, BiomeGenBase.forest);
    
    proxy.RenderInformation();
    }
    }


    Client Proxy
    package com.monster.mod;
    import cpw.mods.fml.client.registry.RenderingRegistry;
    
    public class ClientProxy extends CommonProxy{
    public void RenderInformation(){
    
    RenderingRegistry.registerEntityRenderingHandler(EntityHanSolo.class, new RenderFastZombie(new ModelFastZombie(), 0.3F));
    
    }
    }


    Common Proxy
    package com.monster.mod;
    import cpw.mods.fml.client.registry.RenderingRegistry;
    public class CommonProxy {
    public void RenderInformation(){
    
    }
    }


    I really need to work this out soon to release the mod, because I have more mobs to put in. So any help would be appreciated.
    Posted in: Mods Discussion
  • 0

    posted a message on SithCraft [WIP][Forge][1.7.10]- Planets, Ships, Mobs, Weapons!(Help Wanted)(Updating)
    Alright, working on it. Yeah I didn't think this was enough. I'll get together some mobs and weapons ingame.
    Posted in: WIP Mods
  • 0

    posted a message on [Forge][1.7.2]Star Wars Universe Mod(Need Coders!)
    go to here: http://www.minecraft...-coders-needed/

    to see the big post. Anyway, this mod aims to make all the planets, mobs, ships, and weapons as needed. Coders are needed and apply details are on the link to the big post(above). Please apply this cannot be done by a single person. I can use as many people as I can get. Email me at [email protected] if you want to apply, and also reply to the big post(link above). Thank you. Pictures are also on other post. I will also post here downloads, and more pictures.
    Posted in: Minecraft Mods
  • 0

    posted a message on SithCraft [WIP][Forge][1.7.10]- Planets, Ships, Mobs, Weapons!(Help Wanted)(Updating)
    Oh and please I need coders! So if you are interested in applying please give the following:

    Age
    How long you've modded
    Experience level(Beginner, Intermediate, and Expert: Choose one!)
    Name
    What you are good at(texturing, coding, modeling: choose one!)
    Email(but post answers here. I will reply to the forum before i send you a email if you got in.)

    If you can help with coding some mobs, and ships then that will be cool. I also have a wiki. My business email is [email protected]. Please email me if you want to get in, and reply to this topic because sometimes im at the computer, most of the time not but I have my email on my phone all the time. So again email and reply here if you want to get in. If I don't reply now I will reply in a few hours.

    edit 11:39 est: I will start coding tomorrow btw and adding the grevious, plus a gamorrean guard in the game. Also working on Gand mob, chiss mob, human mob, and stormtroopers/snowtroopers/darktroopers mobs. Will need to texture them only, no modeling.
    Posted in: WIP Mods
  • 0

    posted a message on SithCraft [WIP][Forge][1.7.10]- Planets, Ships, Mobs, Weapons!(Help Wanted)(Updating)
    I am working on a new Star Wars mod for minecraft which will use 1.7.2 forge. So far I am only done with some models, including General Grevious. I have posted an image of grevious, but his texture needs to be edited. The time is about 11:00pm so I am about to rest. I will post more pictures of other models tomorrow. I hope you like this picture.EDIT 6/27 8:25 EST.: I finished modeling the Kaminoan. I may not be able to code them today though. Here is its picture:https://flic.kr/p/o7V2fE

    Wikia: http://star-wars-universe-mod-for-minecraft.wikia.com/wiki/Star_Wars_Universe_Mod_For_Minecraft_Wiki
    Posted in: WIP Mods
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