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[1.8] [SOLVED] Block summoning lightning on tick - lighting invisible


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Posted

Hi Guys,

I am currently working on a block that spawns a lightning bolt into the world. This is for a structure to add some ambient or "scary moment".

Unfortunately, the lightning is invisible. I have worked out everything, and there even is a loud "Kabumm" the lightning makes and fire spawned exactly where I want it, but the lightning itself is not to be seen. I tested if it was my computer, but if I summon the lightning it works, I can definitly see it.

 

Here is the WGBlockLightning class:

package com.brickfix.worldgenmod.blocks;

import java.util.Random;

import com.brickfix.worldgenmod.WorldGenMod;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.Entity;
import net.minecraft.entity.effect.EntityLightningBolt;
import net.minecraft.util.BlockPos;
import net.minecraft.world.World;
import net.minecraftforge.fml.common.registry.GameRegistry;

public class WGBlockLightning extends Block
{

private final String name = "lightningBlock";

public WGBlockLightning()
{
	super(Material.rock);
	GameRegistry.registerBlock(this, name);
	setUnlocalizedName(WorldGenMod.MODID + "_" + name);
	setCreativeTab(CreativeTabs.tabBlock);

	this.setTickRandomly(true);

}

public String getName()
{
	return name;
}

public int quantityDropped(Random random)
    {
        return 0;
    }

protected boolean canSilkHarvest()
    {
        return true;
    }

public void updateTick(World world, BlockPos pos, IBlockState state, Random random)
    {
        Entity lightning = new EntityLightningBolt(world, (double)pos.getX()+0.5, (double)pos.getY()+1, (double)pos.getZ()+0.5);
        

	world.spawnEntityInWorld(lightning);
    }

}

 

Thanks in advance for any help, it would be great if you could help me out :)

 

~Brickfix

 

 

 

Posted

Hi

 

Lighting is not an entity same as mobs, you need to spawn it differently

 

Vanilla uses this in WorldServer::

                    if (this.canLightningStrike(blockpos))
                    {
                        this.addWeatherEffect(new EntityLightningBolt(this, (double)blockpos.getX(), (double)blockpos.getY(), (double)blockpos.getZ()));
                    }

or this in CommandSummon::

world.addWeatherEffect(new EntityLightningBolt(world, d0, d1, d2));

 

-TGG

Posted

Hi TheGreyGhost,

thanks for your fast reply. I tried it out, but there are some problems - the world.canLightningStrike checks if it is actually raining  - but I want the lightning to spawn even if it does not rain. So at first nothing happened. Than I tried it without the if-statement, and again, I heard the lightning - but I didn't see it. There wasn't even the fire, which I had befor.

There is a command for spawning a lightning: /summon LightingBolt x y z , so I thought it should work simiular with the block I am using... Well, I'll check that out for than.

Anyway, thanks for your reply

~Brickfix

 

EDIT:

I solved the problem - I looked into the commandSummon code and there was the solution right befor my nose!

For all who are interested in this, here is the code that makes it work:

 

public void updateTick(World world, BlockPos pos, IBlockState state, Random random)
    {
        //System.out.println("updated");
	double dx = (double)pos.getX();
	double dy = (double)pos.getY();
	double dz = (double) pos.getZ();

	String sx = String.valueOf(pos.getX());
	String sy = String.valueOf(pos.getY());
	String sz = String.valueOf(pos.getZ());

	try 
	{
		dx = CommandBase.func_175761_b(dx, sx, true);
		dy = CommandBase.func_175761_b(dy, sy, false);
		dz = CommandBase.func_175761_b(dz, sz, true);
	} 
	catch (NumberInvalidException e) 
	{
		// TODO Auto-generated catch block
		e.printStackTrace();
	}
        
        
        world.addWeatherEffect(new EntityLightningBolt(world, dx, dy, dz));
        

    }

Thanks again for any help given :)

Posted

Hi

 

Well that's odd.  The lightning summoning event (CommandSummon) you talked about does world.addWeatherEffect(new EntityLightningBolt(world, d0, d1, d2));

 

are you sure you're using the correct block [x,y,z]?

 

You should only spawn it on the server side, i.e. as below, but I can't see why that would cause your symptom.  Perhaps try a breakpoint in EntityLightningBolt.onUpdate() and RenderLightningBolt.doRender and inspect some of the variables /trace it through to see what is wrong.

 

if (!world.isRemote) {
  world.addWeatherEffect(new EntityLightningBolt(world, (double)pos.getX()+0.5, (double)pos.getY()+1, (double)pos.getZ()+0.5));
}

 

-TGG

 

 

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