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Luckydel

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Everything posted by Luckydel

  1. I need to raise the cursor (Sight) of the weapon. Does anyone have any ideas 😃
  2. Me need to remove this animation along the arc. (0.05-0.11) (Forgive me if I name these movements or animations incorrectly)
  3. warjort, Yes, thanks, I realized that I need this event, I was able to remove the entire gui, but I don’t understand how I can disable CROSSHAIR
  4. This https://ibb.co/hgnc7dm (Sorry for the link, it seems I chose a bad photo hosting or did not understand how to upload a photo to the forum correctly) Just turn it off temporarily.
  5. Luis_ST, warjort thx
  6. I need a slowdown effect like Item::releaseUsing. I tried through @SubscribeEvent public static void modTick(TickEvent.PlayerTickEvent event){ event.player.setSpeed(0.1F); } But it doesn't seem to work
  7. Oh, I renamed this when I posted the code on the site, I didn’t want to say the name of the mod =), in fact, warmod_perekur is indicated everywhere instead of mymod, sorry for the deception 😃 So the question is open.
  8. Hello, sorry to disturb you. I can't hear the sound in the game. I tried to register. @Mod(Main.MODID) public class Main { public static final String MODID = "mymod"; public Main() { IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); ForgeModSounds.REGISTRY.register(modEventBus); } } @Mod.EventBusSubscriber(modid = Main.MODID, bus = Mod.EventBusSubscriber.Bus.MOD) public class ForgeModSounds { public static final DeferredRegister<SoundEvent> REGISTRY = DeferredRegister.create(ForgeRegistries.SOUND_EVENTS, Main.MODID); public static final RegistryObject<SoundEvent> empty = REGISTRY.register("empty", () -> new SoundEvent(new ResourceLocation(Main.MODID, "empty"))); } I use in Range item. public static BulletEntity shoot(Level world, LivingEntity entity, float power, double damage, int knockback, String soundName) { ... world.playSound(null, entity.getX(), entity.getY(), entity.getZ(), ForgeRegistries.SOUND_EVENTS.getValue(new ResourceLocation(Main.MODID, "empty")), SoundSource.PLAYERS, 1, 1.0F / (world.getRandom().nextFloat() * 0.4F + 1.2F) * 0.5F); //OR //world.playSound(null, entity.getX(), entity.getY(), entity.getZ(), // ForgeModSounds.empty.get(), SoundSource.PLAYERS, 1, 1.0F / (world.getRandom().nextFloat() * 0.4F + 1.2F) * 0.5F); //return entitybullet; } assets/mymod/sounds.json { "empty": { "category": "neutral", "sounds": [ { "name": "warmod_perekur:empty", "stream": false } ] } } assets/mymod/sounds/empty.ogg
  9. Thanks to everyone who tried to help. This is what helped me. @Override public boolean shouldCauseReequipAnimation(ItemStack oldStack, ItemStack newStack, boolean slotChanged) { return false; } Topic can be closed
  10. @Mod.EventBusSubscriber(modid = Main.MODID) public class Makarov extends ProjectileWeaponItem implements Vanishable { private static final float power = 2f; private static final double damage = 5; private static final int knockback = 1; private static final int ammoInt = 8; ////////////////////////////////////////////////////////////////////////////////////////////// public Makarov(Properties settings) { super(settings.durability(ammoInt)); //IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); renderAnimation2 = new RenderAnimation2(); } @Override public InteractionResultHolder<ItemStack> use(Level world, Player entity, InteractionHand hand) { ItemStack itemstack = entity.getItemInHand(hand); InteractionResultHolder success = new InteractionResultHolder(InteractionResult.PASS, entity.getItemInHand(hand)); if(itemstack.getDamageValue()<8){ entity.startUsingItem(hand); return success; } if (checkAmmoAvailability(itemstack,entity)){ return success; } return new InteractionResultHolder(InteractionResult.FAIL, entity.getItemInHand(hand)); } public boolean checkAmmoAvailability(ItemStack itemstack,Player entity){ if(entity.getProjectile(itemstack).isEmpty()){ return false; } ItemStack ammo = entity.getProjectile(itemstack); ammo.shrink(1); if (itemstack.isEmpty()) { entity.getInventory().removeItem(itemstack); } //itemstack.setDamageValue(0); return true; } @SubscribeEvent public static void InputEvent(InputEvent.InteractionKeyMappingTriggered event){ ItemStack itemStack = Minecraft.getInstance().player.getItemInHand(event.getHand()); if(itemStack.is(ForgeModItems.MAKAROV.get())){ event.setSwingHand(false); } } @Override public void releaseUsing(ItemStack stack, Level world, LivingEntity user, int remainingUseTicks) { if (user instanceof ServerPlayer player) { float f = 1; ItemStack itemstack = player.getProjectile(stack); if (!itemstack.isEmpty()) { if (itemstack.isEmpty()) { itemstack = new ItemStack(ForgeModItems.GUNSHOTAMMO_9x8.get()); } if (!world.isClientSide) { BulletEntity bull = BulletEntity.shoot(world, player, power, damage, knockback); } CompoundTag compoundTag = stack.getTag(); compoundTag.putInt("Damage",compoundTag.getInt("Damage")+1); if (itemstack.isEmpty()) { player.getInventory().removeItem(itemstack); } player.awardStat(Stats.ITEM_USED.get(this)); } } } public UseAnim getUseAnimation(ItemStack p_40678_) { return UseAnim.NONE; } public static final Predicate<ItemStack> BULLET_ONLY = (context) -> { return context.is(modItemType.GUNSHOTAMMO_9x8); }; public Predicate<ItemStack> getAllSupportedProjectiles() { return BULLET_ONLY; } public AbstractArrow customArrow(AbstractArrow arrow) { return arrow; } public int getUseDuration(ItemStack p_40680_) { return 300000; } public int getDefaultProjectileRange() {return 15;} } Perhaps my code will help solve this problem.
  11. Well, I can turn off the damage and there will be no such animation. I wrote it in the item class Sorry, the event worked but it didn't help, do you have any other ideas?
  12. Sorry, I need to remove this animation when the gun moves up and down, due to the change in durability. I tried: But it didn't remove the animation. Probably it arises because of change of ItemStack.
  13. Excuse me, as far as I understand, an item with zero durability is destroyed. It doesn't suit me. I also need to restore durability later.
  14. I need to disable the up and down animation of an item when the item loses durability. I change durability like this: Is there another way to change durability?
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