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    posted a message on [MOD]Miztakay's Mods! Nether Mobs! Available now!
    Quote from Willerkid »
    I like the idea, what do they drop?

    For the moment, lava buckets(woopty doo right?) but v0.2 will feature several new drops, including diamond(don't say it's not balanced, these guys are hard to kill), flint and steel(because we've all been stuck in the nether because of a ghast) and anything else that makes sense to me at the time lol.
    Posted in: Mods Discussion
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    posted a message on [MOD]Miztakay's Mods! Nether Mobs! Available now!
    Lol thank you. It just seems like nobody really does it, and the nether feels so plain lol.
    Posted in: Mods Discussion
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    posted a message on [MOD]Miztakay's Mods! Nether Mobs! Available now!
    Hey everyone, this thread will serve as a contact/support thread for my mobs, the Chaos Warriors(please if someone has a better name I'm all ears.)

    Well, lets get to it. This mod is part of a collaboration between me and Biohazard. As such my mobs are avaliable for download at his page: viewtopic.php?f=25&t=165505
    The Features:
    New Mobs for the nether
    Requires Spawnlist
    Requires Modloader
    Won't kill your horses(should you find a way to get them into the nether...)
    The Mobs:

    Red Chaos Warriors, their lack of general speed is made up for in brute strength. With no armor on, two hits from one of these guys and you are done. The good news is, they only attack if provoked. So don't **** them off. Lol. They will attack Green and Blue Chaos Warriors on site.

    Green Chaos Warriors, these guys do reasonable damage, walk normal speed, and have 50 health. As with Red Chaos Warriors, they will only attack if provoked. They will attack both Red and Blue Chaos Warriors on site.

    Blue Chaos Warriors: Their devastating speed is balanced with their lack of strength. They deal very small damage, but run twice as fast at you, making escape almost impossible. They only attack if provoked, and will of course attack Red and Green Chaos Warriors.


    Coming Soon:
    Boss mobs.
    Some rare surface mobs.
    Custom weapons(for the mobs, non craftable, not droppable. Sorry, I don't like implementing code that breaks saves. Lol)
    HD skins.

    Feel free to suggest ideas. I don't know how to model so unless you are willing to make the model for me, keep it human...ish. This mod should be available tomorrow.
    Posted in: Mods Discussion
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    posted a message on [MOD] Biohazard's mods Warriors v2 comming soon!
    By more than one mob do you mean at a time? Because that's not possible. Separately, yes. I'm currently using Mr Okushama's code to do so, but I have his permission to distribute my mod with his targeting system. I'll upload the mod probably tonight. I'll pm you explaining how everything in my mod works, and what parts you will need to use the same targeting system, if you'd like to do so.(I recommend you do because if you use the Mo' Creatures mod you might have a problem with your mobs killing horses.)
    Posted in: Mods Discussion
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    posted a message on [MOD] Biohazard's mods Warriors v2 comming soon!
    Quote from Xxbiohazardxx »
    Quote from miztakay »
    Well if later on you would like to do some sort of collab I wrote a mod that I never released based off of most of the code I helped you with, for Chaos Knights in the nether. If you're interested in merging that with your mod just let me know(don't feel pressured it's just an idea lol).



    that'd be awesome! but i think this post died lol but heck why not. ps im still testing on the new mobs that attack each other

    Sweet. I'll do some tweaking on my code, and some work on the textures. My mobs are split into three passive aggressive groups, each group aggressive towards the other two. Since all three are found in the nether, Idk what you want to set up as far as allegiance goes towards your mobs.
    Posted in: Mods Discussion
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    posted a message on [MOD] Biohazard's mods Warriors v2 comming soon!
    Well if later on you would like to do some sort of collab I wrote a mod that I never released based off of most of the code I helped you with, for Chaos Knights in the nether. If you're interested in merging that with your mod just let me know(don't feel pressured it's just an idea lol).
    Posted in: Mods Discussion
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    posted a message on mod help
    Do you mind if i work this code a bit and add it to my tutorial?
    Posted in: Mods Discussion
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    posted a message on [MOD] Biohazard's mods Warriors v2 comming soon!
    Looks pretty awesome man, you should add some nether mobs. Not very many mods do.
    Posted in: Mods Discussion
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    posted a message on mod help
    Quote from Xxbiohazardxx »
    i figured out how to make them attack other mobs
    heres the code

    	protected Entity findPlayerToAttack()
        {
            double d1 = -1D;
            EntityRedLeader RedLeader = null;
           
            //check each entity that is in the world
            for(int i = 0; i < worldObj.loadedEntityList.size(); i++)
            {
                Entity entity1 = (Entity)worldObj.loadedEntityList.get(i);
               
                //if entity is not a sheep, check next entity on entityList
                if(!(entity1 instanceof EntityRedLeader))
                {
                    continue;
                }
               
                //if sheep, check how far it is from goat.
                //The closest "seen" sheep within a distance of 16 will be identified by the sheep variable.
                double d2 = entity1.getDistance(posX, posY, posZ);
                if((d2 < 16) && (d1 == -1D || d2 < d1) && ((EntityRedLeader)entity1).canEntityBeSeen(this))
                {
                    d1 = d2;
                    RedLeader = (EntityRedLeader)entity1;
                }
            }
    
            return RedLeader; //returns the closest sheep to the goat
        }


    makes them kill the redleader

    Brilliant. Where did you find that code, I use one very similar to that but I can't release it due to the fact that i pretty much stole it from the humans+ code. Where did you find that one? Or did you write it yourself?
    Posted in: Mods Discussion
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    posted a message on [MOD] Biohazard's mods Warriors v2 comming soon!
    Pics please. Lol.
    Posted in: Mods Discussion
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    posted a message on [Creating Mods] Human Mobs (MCP) [4/17/11]
    Quote from Senku_Niola »
    Here's the coding so far, this is the one that still gives me groups of 2 of the mob here and there, which should only be spawning 1.
    package net.minecraft.src;
    
    public class EntitySenku extends EntityMobs
    {
    
    	public EntitySenku(World world)
    	{
    		super(world);
    		//This is the texture for your mob
    		texture = "/mob/senku.png";
    		moveSpeed = 1.0F;
    		attackStrength = 6;
    		health = 20;
    		isImmuneToFire = true;
    	}
    
    	protected Entity findPlayerToAttack()
    	{
    		float f = getEntityBrightness(15.0F);
    		if(f < 0.5F)
    		{
    			double d = 16D;
    			return worldObj.getClosestPlayerToEntity(this, d);
    		} else
    		{
    			return null;
    		}
    	}
    
    	protected int getDropItemId()
    	{
    		// Replace with custom sword when it's created
    		return Item.swordGold.shiftedIndex;
    	}
    
    	public boolean getCanSpawnHere()
    	{
    		if(worldObj.countEntities(this.getClass()) > 1)
    		{
    			return false;
    		}
    		int i = MathHelper.floor_double(posX);
    		int j = MathHelper.floor_double(boundingBox.minY);
    		int k = MathHelper.floor_double(posZ);
    		int l = worldObj.getBlockId(i, j - 1, k);
    		return worldObj.checkIfAABBIsClear(boundingBox) && worldObj.getCollidingBoundingBoxes(this, boundingBox).size() == 0 && worldObj.getBlockLightValue(i, j, k) > 8 && !worldObj.getIsAnyLiquid(boundingBox);
    	}
    
    	public ItemStack getHeldItem()
    	{
            	return defaultHeldItem;
    	}
    
    	private static final ItemStack defaultHeldItem;
    
    	static // Replace with custom sword when it's created
    	{
    		defaultHeldItem = new ItemStack(Item.swordGold, 1);
    	}
    }


    I don't fully trust the spider attack code since it goes by lighting, but at least it currently attacks me in sunlight if I smack it, though sometimes it stops attacking me too as well as when I buried it in dirt it attacked me when I unburied it. Still need it to ALWAYS drop 1 of the getDropItem.
    You are telling the code not to spawn more if there is already more than 1 in the game, or in other words, if there are 2. Either put an = after the > or change the 1 to a 0. If that doesn't work, please let me know. Also I dont know if it is possible to tell it to ALWAYS drop that item. Also, it looks like you MIGHT be able to change this code
    protected Entity findPlayerToAttack()
    	{
    		float f = getEntityBrightness(15.0F);
    		if(f < 0.5F)
    		{
    			double d = 16D;
    			return worldObj.getClosestPlayerToEntity(this, d);
    		} else
    		{
    			return null;
    		}
    	}

    with this
    protected Entity findPlayerToAttack()
    	{
    		return null;
    	}

    to make your mob only attack if attacked. But I'm not 100% on that.
    Posted in: Tutorials
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    posted a message on [Creating Mods] Human Mobs (MCP) [4/17/11]
    Quote from AndarielWoWV »
    Quote from miztakay »
    Quote from AndarielWoWV »
    Is there a way to add multiple mobs to the same mod_name file? I was going to copy the same mob code in the file, but looking at sources of other mods(such as mo creatures) it didn't seem like the thing to do, so thought i'd ask here, also, great tutorial, works perfectly :biggrin.gif:

    <Snip>


    Thanks! Worked perfectly :biggrin.gif: However, at night, the mobs which are like the pigs, sheep and so on seem to mass spawn, (I need to add the limit code yet) however, is there a way to stop this from happening? They literally roam the place frightening creepers :tongue.gif:

    Adding the limit code is the only way I can think to do this. Also if you would like limit their spawns AND spread them out a bit, add this code somewhere too
    public int getMaxSpawnedInChunk()
    {
    return 1;
    }

    that can go anywhere(not under the getCanSpawnHere code) and it's pretty self explanatory what that does.
    Posted in: Tutorials
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    posted a message on mod help
    Put this bit of code somewhere in Entitygman above the last } in your code.
     public boolean getCanSpawnHere()
        {
            if(worldObj.countEntities(this.getClass()) >= 1){
                return false;
            }
            int i = MathHelper.floor_double(posX);
            int j = MathHelper.floor_double(boundingBox.minY);
            int k = MathHelper.floor_double(posZ);
            int l = worldObj.getBlockId(i, j - 1, k);
            worldObj.checkIfAABBIsClear(boundingBox);
            
            return worldObj.getCollidingBoundingBoxes(this, boundingBox).size() == 0 && !worldObj.getIsAnyLiquid(boundingBox);
            
            
        }

    change that 1 to however many of that mob you want to exist at any given time. There's also a method to make them spawn on certain blocks if you'd like that. As for protecting you, I can't tell you how to make them follow and guard you because I'm still working on that myself. I will see if I can get them only attacking certain mobs, I will get back to you if I do.
    Posted in: Mods Discussion
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    posted a message on [Req] Baby creepers
    I laughed quite a lot reading through this thread. Kudos to the king for still modding despite this jerk, and kudos to the OP for still trying to get someone to mod this after the last 11 pages. Bravo.
    Posted in: Mods Discussion
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    posted a message on [Creating Mods] Human Mobs (MCP) [4/17/11]
    Quote from PROWNE »
    Fantastic guide! I've been having trouble with the older guide and this is exactly what I needed! Would there be any way of giving me a hint on how to create custom behaviours for the NPC?

    Thanks for the guide and all your help!
    - PROWNE

    Honestly the best way to do it is trial and error, try looking at the codes of all the other mobs that are already in the game, and figuring out what code makes each one do something unique. Other than that no I can't really help you, I'm actually not even close to pro at this lol. I just remember how to do things I've already done quite well. Lol.
    Posted in: Tutorials
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