The hitbox of big monsters will disappear.
Closed
The hitbox of big monsters will disappear.
ModelEngine 3.1.2 (Premium) MythicMobs 5.1.2 (Premium)
This bug only works on the big monster in the video, I don't understand, because the smaller monsters don't have this problem, I tried to make the hitbox bigger but nothing changes.
Bug: If a player moves too far away from the target in the video, (200 blocks) and comes back, the target loses his hitbox and is immortal
Here is a video that shows how to reproduce this bug
https://www.youtube.com/watch?v=Xe30X0F05lk
I think that when you go too far away it reokace the hitbox by the the normal monster hitbox, and not the one of the model
added Bug label
I'm also getting the same problem. If a player goes out of view distance of a custom mob the hitbox disappears and makes it unkillable.
Model-Engine-R3.1.3.jar MythicMobs-5.2.1(2).jar
I did receive 1 error if this is related at all [19:09:51] [Craft Scheduler Thread - 4617 - ModelEngine/WARN]: [ModelEngine] Plugin ModelEngine vR3.1.3 generated an exception while executing task 1726 java.util.ConcurrentModificationException: null at java.util.HashMap$HashIterator.nextNode(HashMap.java:1597) ~[?:?] at java.util.HashMap$KeyIterator.next(HashMap.java:1620) ~[?:?] at com.ticxo.modelengine.nms.v1_19_R2.network.NetworkUtils.send(NetworkUtils.java:53) ~[Model-Engine-R3.1.3.jar:?] at com.ticxo.modelengine.nms.v1_19_R2.entity.fake.bone.BoneRendererImplAC.update(BoneRendererImplAC.java:140) ~[Model-Engine-R3.1.3.jar:?] at java.util.concurrent.ConcurrentHashMap$ValuesView.forEach(ConcurrentHashMap.java:4780) ~[?:?] at com.ticxo.modelengine.api.model.handler.AbstractSpecialBoneHandler.update(AbstractSpecialBoneHandler.java:59) ~[Model-Engine-R3.1.3.jar:?] at com.ticxo.modelengine.model.ActiveModelImpl.tick(ActiveModelImpl.java:93) ~[Model-Engine-R3.1.3.jar:?] at com.ticxo.modelengine.model.ActiveModelImpl.safeRun(ActiveModelImpl.java:80) ~[Model-Engine-R3.1.3.jar:?] at com.ticxo.modelengine.model.ModeledEntityImpl.tick(ModeledEntityImpl.java:94) ~[Model-Engine-R3.1.3.jar:?] at com.ticxo.modelengine.api.model.mananger.ModelTicker.run(ModelTicker.java:54) ~[Model-Engine-R3.1.3.jar:?] at org.bukkit.craftbukkit.v1_19_R2.scheduler.CraftTask.run(CraftTask.java:101) ~[purpur-1.19.3.jar:git-Purpur-1895] at org.bukkit.craftbukkit.v1_19_R2.scheduler.CraftAsyncTask.run(CraftAsyncTask.java:57) ~[purpur-1.19.3.jar:git-Purpur-1895] at com.destroystokyo.paper.ServerSchedulerReportingWrapper.run(ServerSchedulerReportingWrapper.java:22) ~[purpur-1.19.3.jar:?] at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) ~[?:?] at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ~[?:?] at java.lang.Thread.run(Thread.java:833) ~[?:?]
added Critical label
added Completed / Resolved label
I can confirm this, what happened on our side was that projectiles made in MM, would not damage the target if the target got hit somewhere like 5 blocks with radius for damage 2 above the original vanilla minecraft mob hitbox, the damage would not occur for example imagine our Mechas so when i was using minigun which has 2 radius for the damage upon hit i had to be hitting somewhere at the legs otherwise it would not hit the target .
This sounds like a totally separate issue with projectile hitbox detection, something that Minecraft itself always had issues with.
Edited by Ticxo
mentioned in issue #48 (closed)