Ok my problem is the walking to my mob, it want rotate with it legs, its like gliding on the ground, it dont walk like me.
this is my .java files
Mod_Dog
package net.minecraft.src;
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) braces deadcode
import java.util.*;
import java.util.Map;
public class mod_Dog extends BaseMod
{
public mod_Dog()
{
ModLoader.RegisterEntityID(EntityDog.class, "Dog", ModLoader.getUniqueEntityId()); // without this code , your mob wont spawn !
ModLoader.AddSpawn(EntityDog.class, 12, EnumCreatureType.creature); // this is the spawn rate for exmaple if you put 3 the mobs is very rare to spawn,The EnumCreatureType is what type of mob it is , mobs that you want to spawn in water are "waterCreature", enemies are "monster", and animals are "creature".
}
// RENDERERS
public void AddRenderer(Map map)
{
map.put(EntityDog.class, new RenderDog(new ModelDog(), 0.8F)); // this one just assign the mob to your game and make it readable, just like RenderManager , the 0.5f is the shadow size of the mob you can make it bigger like 0.8f or smaller like 0.2f
}
public String Version()
{
return "| [1.5_01]"; // Put here anything you like after that it will show up in the modloader logs.
}
}
EntityDog
package net.minecraft.src;
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) braces deadcode
public class EntityDog extends EntityAnimal
{
public EntityDog(World world)
{
super(world);
texture = "/mob/Dog.png"; // the name of the texture that is used with the new mob , it should be in the mob folder in minecraft.jar
setSize(1.3F, 1.7F); // this is the co ordinates where the mob is hit
}
public void writeEntityToNBT(NBTTagCompound nbttagcompound)
{
super.writeEntityToNBT(nbttagcompound); // this make your mob loadable again when you load your map you should keep it as it is if you want iy
}
public void readEntityFromNBT(NBTTagCompound nbttagcompound)
{
super.readEntityFromNBT(nbttagcompound); // this retrieves minecraft saves , so you should keep it as it is if you want it
}
protected String getLivingSound()
{
return null; // the sound of your mob when its hurt , dead , or from a distance, null means theres no sounds ,when you put a sound after all your work you need to install audiomod , the sounds should be placed in resources/mod/sound ,and should be like that: return "thefoldernameofyourmob.thenameofyourogg";the folder name of your mob should be place in resources/mod/sound, when making more than 1 sounds rename them to 1,2,3,4,5 with same name and put it here without the 1,2,3,4 ..
}
protected String getHurtSound()
{
return null;
}
protected String getDeathSound()
{
return null;
}
protected float getSoundVolume()
{
return 0.4F;
}
protected int getDropItemId()
{
return 296; // this is what you want your mob to drop when its dead ,google minecraft id and go to the minecraftwiki to see the id numbers , for exmaple 352 will drop a bone
}
}
this is my .java files
Mod_Dog
EntityDog
RenderDog
ModelDog
What am i doing wrong
Plz tell me