Everything posted by Dilosir22
-
Updating my mod to latest forge version
I am trying to update my mod to the latest forge version to work with the latest version of geckolib from 1.16.4 to 1.16.5 and though I thought that I had done it right but it appears that I have not and I am wondering what to do
-
Shootable Item Delays
So I thought that I had gotten pretty far on my own but now apparently my code crashes the game. I am new to using the forge API and modding in general and some help on why this crashes the game and how to fix it would be greatly appreciated: public class SpecialItem extends ShootableItem { public SpecialItem(Properties properties){ super(properties); } @Override public Predicate<ItemStack> getInventoryAmmoPredicate() { return null; } @Override public int func_230305_d_() { return 15; } public int tcount=0; @SubscribeEvent public void ontick(TickEvent.ClientTickEvent event){ tcount++; } @Override public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) { if (!playerIn.getCooldownTracker().hasCooldown(this)) { playerIn.getCooldownTracker().setCooldown(this, 40); Vector3d v3 = playerIn.getLook(1); for (tcount = 0; tcount <= 40;) { if (tcount%10 == 0 && tcount!= 40) { final SmallFireballEntity entitysmallfireball = new SmallFireballEntity(playerIn.getEntityWorld(), playerIn.getPosX(), playerIn.getPosY() + playerIn.getEyeHeight() - 0.4, playerIn.getPosZ(), v3.x + playerIn.getRNG().nextGaussian() * 0.05, v3.y, v3.z); entitysmallfireball./* shoot */func_234612_a_(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0f, 1.5f, 1.0f); worldIn.addEntity(entitysmallfireball); } } tcount = 0; return ActionResult.resultSuccess(playerIn.getHeldItem(handIn)); } return ActionResult.resultFail(playerIn.getHeldItem(handIn)); } }
-
Shootable Item Delays
I know I have to use a tick event (I believe clienttickevent)but I don't know how to properly integrate it into an on right click action
-
Shootable Item Delays
I currently have a custom shootable item which fires a projectile entity, what would be the best way to make it so that when right clicked it fires multiple in quick succession with a tick delay in between
-
Crossbow hold animation
well, right clicking for my item but yeah
-
Crossbow hold animation
Well I got the Item to be in the right position but do you have any ideas on how to cancel the arm swing animation
-
Crossbow hold animation
I am sorry in advance because this is kinda going to sound stupid but after two hours of staring I still don't quite know where to go when making an event for this
-
Crossbow hold animation
BipedModel.ArmPose.CROSSBOW_HOLD; Correct me if i'm wrong but isn't that what makes the crossbow lie in the middle of the screen
-
Crossbow hold animation
I know that UseAction.CROSSBOW exists but I would like to know if there is a way to only use the crossbow hold animation and not the charge
IPS spam blocked by CleanTalk.