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thomask

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Posts posted by thomask

  1. 2 hours ago, ChampionAsh5357 said:

    Since you are using a texture, almost everything within PlayerRenderer is worthless to you. You could literally just replicate SkeletonRenderer or some other BipedRenderer and be fine with it. As for PlayerModel, it depends on what you are trying to do with it. If you are using any of the overlay layer on the skin, you probably will need to use PlayerModel. Else, you can just get away with BipedModel and going from there.

    Thanks for your advice! I ended up using a PlayerModel as I needed the outer skin thing, and for my Renderer i used BipedRenderer. Cheers

  2. Hello, I'd like some pointers on how to go about creating an entity with the model of a player. I want it to have my custom texture, which is just a normal player skin.

    I was thinking that for my renderer class, I could extend LivingRenderer because PlayerRenderer does, override getEntityTexture to have the skin i want to use, and then copy over the relevant code from PlayerRenderer, but it doesnt seem like that'll work.

    As for my model class, should I even make my own? Or can I just use PlayerModel? 

    Any guidance would be appreciated, thank you

     

  3. Hey everybody, I have an entity based off of ArrowEntity that doesn't seem to be spawning. When I trigger onPlayerStoppedUsing it doesnt do anything. It does print the debug message "player stopped using staff" but nothing else

    I'm 99% sure the issue is with the way I register it because mostly everything was working before I messed with that. I was trying to create my own EntityType as before I was using a constructor that didn't take EntityType as an argument to spawn my entity.

    Here is how I'm spawning my entity:

    public class ExplosionStaff extends BowItem {
    
        public ExplosionStaff() {
            super(new Item.Properties().group(ItemGroup.COMBAT));
        }
    
        @Override
        public void onPlayerStoppedUsing(ItemStack stack, World worldIn, LivingEntity playerIn, int timeLeft) {
            ExplosionSpellEntity spell = new ExplosionSpellEntity(RegistryHandler.SPELL_ENTITY.get(), worldIn);
            int i = this.getUseDuration(stack) - timeLeft;
            float f = super.getArrowVelocity(i);
            spell.shoot(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, f * 4.0F, 0.2F);
            worldIn.addEntity(spell);
            System.out.println("Debug: player stopped using staff");
        }
    
    }

    How I'm registering the entity: 

    public class RegistryHandler {
    
        public static final DeferredRegister<Item> ITEMS = new DeferredRegister<>(ForgeRegistries.ITEMS, Megumin.MOD_ID);
        public static final DeferredRegister<EntityType<?>> ENTITY_TYPES = new DeferredRegister<>(ForgeRegistries.ENTITIES, Megumin.MOD_ID);
    
        public static void init() {
            ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus());
            ENTITY_TYPES.register((FMLJavaModLoadingContext.get().getModEventBus()));
        }
    
        // Items
        public static final RegistryObject<Item> STAFF = ITEMS.register("explosion_staff", ExplosionStaff::new);
        public static final RegistryObject<EntityType<ExplosionSpellEntity>> SPELL_ENTITY = ENTITY_TYPES.register("spell",
                () -> EntityType.Builder.<ExplosionSpellEntity>create(ExplosionSpellEntity::new, EntityClassification.MISC)
                        .size(1f, 2f).build(new ResourceLocation(Megumin.MOD_ID, "spell").toString()));
    }

     

    The actual entity:

    public class ExplosionSpellEntity extends ArrowEntity {
    
        public ExplosionSpellEntity(EntityType<? extends ArrowEntity> type, World worldIn) {
            super(type, worldIn);
        }
    
        public ExplosionSpellEntity(World worldIn, double x, double y, double z) {
            super(worldIn, x, y, z);
        }
    
        public ExplosionSpellEntity(World worldIn, LivingEntity shooter) {
            super(worldIn, shooter);
        }
    
        @Override
        public void onHit(RayTraceResult raytraceResultIn) {
            System.out.println("Debug: spell entity hit");
            this.world.createExplosion(this, this.getPosX(), this.getPosY(), this.getPosZ(), 20, false, Explosion.Mode.DESTROY);
            this.remove();
        }
    
        @Override
        public void tick() {
            super.tick();
            Vec3d vec3d = this.getMotion();
            double d3 = vec3d.x;
            double d4 = vec3d.y;
            double d0 = vec3d.z;
            double d5 = this.getPosX() + d3;
            double d1 = this.getPosY() + d4;
            double d2 = this.getPosZ() + d0;
            this.world.addParticle(ParticleTypes.HEART, d5 - d3 * 0.25D, d1 - d4 * 0.25D, d2 - d0 * 0.25D, d3, d4, d0);
    
            System.out.println("DEBUG: arrow tick!");
        }
    
    
    }

     

  4. 6 hours ago, Ugdhar said:

    it looks like the particles for the spawner are created in the net.minecraft.world.spawner.AbstractSpawner class. Check out how they do it there, in the tick() method as far as I can tell.

     

    Vanilla classes are a good reference for a ton of things :)

      

    4 minutes ago, poopoodice said:

    world.addParticle

     

    Hey, this is how I'm trying to do it so far. 

        @Override
        public void tick() {
            super.tick();
            this.world.addParticle(ParticleTypes.FLAME, this.getPosX(), this.getPosY(), this.getPosZ(), 0.0, 0.0, 0.0);
            System.out.println("DEBUG: arrow tick");
        }

    My full class for my arrow: https://pastebin.com/41jCRgYu

    The particle's aren't showing, but the debug message is printing.

    Also, I'm not really sure what the particle speed values mean? On AbstractSpawner they're all set to 0 so that's what I did.

  5. Title says it all, I'd like to spawn some vanilla particles (those fire looking ones from spawners) at a certain coordinate.

    This is for adding a visual effect around an arrow as it flies, so I was thinking I could spawn particles at the arrow's coordinate position at every tick. 

  6. 6 hours ago, _vertig0 said:

    You actually don't need to register your arrow since it extends ArrowEntity, which causes Minecraft to treat it as a normal arrow but still execute your custom logic. You do however need to register your custom item. To do that you need to use Registry Events. Here's an example from my mod (This part goes inside your main class):

     

    
    @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD)
        public static class RegistryEvents {
            @SubscribeEvent
            public static void onItemRegistry(final RegistryEvent.Register<Item> event) {
              //This is how you register your Bow. However, in setRegistryName(), your mod should pass your own Mod ID for the first argument, not "minecraft". I'm only doing this in my mod because I'm overriding vanilla Bows. The second argument is whatever you name your custom Bow as. And to receive your Custom Bow you would do /give <your-name> modid:name-of-your-bow
                bow = new ItemForgeBow((new Item.Properties()).maxDamage(384).group(ItemGroup.COMBAT));
            	bow.setRegistryName("minecraft", "bow");
            	event.getRegistry().registerAll(bow);
            }
            
        }

    In any case, my mod does work and causes vanilla Bows to fire custom Arrows, so I'm confident that this is all you need for your special Bows to work

     

    Hey, I was originally following a tutorial for my mod which registered the bow item like this 

    public class RegistryHandler {
    
        public static final DeferredRegister<Item> ITEMS = new DeferredRegister<>(ForgeRegistries.ITEMS, Megumin.MOD_ID);
    
        public static void init() {
            ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus());
        }
    
        // Items
        public static final RegistryObject<Item> STAFF = ITEMS.register("explosion_staff", ExplosionStaff::new);
    
    }

    Do i need both of these?

    When I inserted your code into my main class along with what i already have (above code), I got this error https://pastebin.com/47ag730Q

    The interesting part seems to be this

    [23:46:22] [Server-Worker-3/WARN] [ne.mi.re.ForgeRegistry/REGISTRIES]: Registry Item: Override did not have an associated owner object. Name: megumin:explosion_staff Value: air

     

    Also, when I delete my registry handler and just use your thing, it's just the same problem as before. The same debug messages print, but no arrow.

  7. Hey guys, I am trying to make a projectile that extends off of ArrowEntity fire from my item based off of BowEntity. Here is my code for the Bow-based item:

    public class ExplosionStaff extends BowItem {
        public ExplosionStaff() {
            super(new Item.Properties().group(ItemGroup.COMBAT));
        }
    
        @Override
        public void onPlayerStoppedUsing(ItemStack stack, World worldIn, LivingEntity playerIn, int timeLeft) {
            ExplosionSpellEntity spell = new ExplosionSpellEntity(worldIn, playerIn);
            spell.shoot(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, 50.0F, 0.0F);
            System.out.println("Debug: player stopped using staff");
        }
    
    }

     

    And here is the code for the arrow-based projectile:

     

    public class ExplosionSpellEntity extends ArrowEntity {
        public ExplosionSpellEntity(EntityType<? extends ArrowEntity> type, World worldIn) {
            super(type, worldIn);
        }
    
        public ExplosionSpellEntity(World worldIn, double x, double y, double z) {
            super(worldIn, x, y, z);
        }
    
        public ExplosionSpellEntity(World worldIn, LivingEntity shooter) {
            super(worldIn, shooter);
        }
    
        @Override
        public void shoot(Entity shooter, float pitch, float yaw, float p_184547_4_, float velocity, float inaccuracy) {
            float f = -MathHelper.sin(yaw * ((float)Math.PI / 180F)) * MathHelper.cos(pitch * ((float)Math.PI / 180F));
            float f1 = -MathHelper.sin(pitch * ((float)Math.PI / 180F));
            float f2 = MathHelper.cos(yaw * ((float)Math.PI / 180F)) * MathHelper.cos(pitch * ((float)Math.PI / 180F));
            this.shoot((double)f, (double)f1, (double)f2, velocity, inaccuracy);
            this.setMotion(this.getMotion().add(shooter.getMotion().x, shooter.onGround ? 0.0D : shooter.getMotion().y, shooter.getMotion().z));
            System.out.println("Debug: Shooted!!");
        }
    
        @Override
        public void onHit(RayTraceResult raytraceResultIn) {
            System.out.println("Debug: spell entity hit");
            this.world.createExplosion(this, this.getPosX(), this.getPosY(), this.getPosZ(), 20, false, Explosion.Mode.BREAK);
        }
    
    }

     

    As you can see, I put various debugging messages here. When I let go of the staff item, it displays the "Shooted!!" and "player stopped using staff" messages, but there is no arrow, so the onHit() debug doesn't print.

    What do i need to do? I couldn't find any tutorials on how to make projectiles for 1.15.2 so this is just my guess on where to start. I know I have to "register" entities but not sure how to do that. 

    Thank you!

  8. 3 minutes ago, poopoodice said:

    See how BowItem creates an arrow and how fireball entity make explosions when collide

    To be more specific:

    Create and register the entity, maybe make a model and renderer (remember to register it) for it if you dont want it to look like a normal item flying in the sky, and summon it with your item.

     

    thank you, will try my best 

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