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AzureZhen

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Everything posted by AzureZhen

  1. What is the correct thing to use thing? I don't see any issues with it and it's what Vanilla is using. Yup, that fixed it. Changed my ArgentBoltEntity to extend AbstractArrowEntity and did public ArgentBoltEntity(EntityType<?> type, World world) { super((EntityType<? extends AbstractArrowEntity>) type, world); this.referenceItem = null; } Did a few other changes I found from another post here and now it's using the correct Entity when firing!
  2. Still having issues with it rendering the vanilla arrow instead of my custom entity. Posting the new code for any help. AgrentBolt public class ArgentBolt extends ArrowItem { public ArgentBolt(Properties properties) { super(properties); } @Override @OnlyIn(Dist.CLIENT) public void addInformation(ItemStack stack, World worldIn, List<ITextComponent> tooltip, ITooltipFlag flagIn) { tooltip.add(new StringTextComponent("\u00A7o" + "Powered by Argent. Used for Ballista.")); super.addInformation(stack, worldIn, tooltip, flagIn); } @Override public boolean isInfinite(ItemStack stack, ItemStack bow, net.minecraft.entity.player.PlayerEntity player) { int enchant = net.minecraft.enchantment.EnchantmentHelper .getEnchantmentLevel(net.minecraft.enchantment.Enchantments.INFINITY, bow); return enchant <= 0 ? false : this instanceof ArgentBolt; } @Override public AbstractArrowEntity createArrow(World worldIn, ItemStack stack, LivingEntity shooter) { ArgentBoltEntity arrowentity = new ArgentBoltEntity(worldIn, shooter); return arrowentity; } } ArgentBoltEntity public class ArgentBoltEntity extends ArrowEntity { public ArgentBoltEntity(EntityType<? extends ArgentBoltEntity> shooter, World worldIn) { super(shooter, worldIn); } public ArgentBoltEntity(World worldIn, LivingEntity shooter) { super(worldIn, shooter); } public ArgentBoltEntity(World world) { super(ModEntityTypes.ARGENT_BOLT.get(), world); } @SuppressWarnings("unchecked") public ArgentBoltEntity(World worldIn, EntityType<?> type) { super((EntityType<? extends ArrowEntity>) type, worldIn); } @Override protected ItemStack getArrowStack() { return new ItemStack(DoomItems.ARGENT_BOLT.get()); } @Override public IPacket<?> createSpawnPacket() { return NetworkHooks.getEntitySpawningPacket(this); } } ArgentBoltRender public class ArgentBoltRender extends ArrowRenderer<ArgentBoltEntity> { private static final ResourceLocation ARGENT_BOLT_TEXTURE = new ResourceLocation(DoomMod.MODID, "textures/entity/projectiles/argent_bolt.png"); public ArgentBoltRender(EntityRendererManager renderManagerIn) { super(renderManagerIn); } @Override public ResourceLocation getEntityTexture(ArgentBoltEntity entity) { return ARGENT_BOLT_TEXTURE; } } It works when I do /summon dooweapon:argent_bolt but when I use the ammo with say a bow, it is still rendering the vanilla arrow. Any thoughts?
  3. Having some issues with rendering my new Arrow entity. It uses my ammo fine but it doesn't actually seem to fire as nothing is rendered and mobs don't take damage. My Custom Arrow https://github.com/AzureDoom/Doom-Crucible/blob/master/src/main/java/mod/azure/doomweapon/item/ammo/ShellAmmo.java It's Entity https://github.com/AzureDoom/Doom-Crucible/blob/master/src/main/java/mod/azure/doomweapon/entity/ShotgunShellEntity.java It's Render https://github.com/AzureDoom/Doom-Crucible/blob/master/src/main/java/mod/azure/doomweapon/client/render/ShotgunShellRender.java How I am registering it https://github.com/AzureDoom/Doom-Crucible/blob/master/src/main/java/mod/azure/doomweapon/util/ModEntityTypes.java How I register my Entity Rendering Handler https://github.com/AzureDoom/Doom-Crucible/blob/master/src/main/java/mod/azure/doomweapon/client/ClientModEventSubscriber.java
  4. 1.7.10 does not receive support.
  5. Hi I'm looking for some help on fixing my items defaulting shading, as by default it isn't a smooth shading. Here is what I mean Here is what I'm trying to do (this was taking using a shader) My models MTL: newmtl TEX_w2dkn07 map_Kd rcraft:items/w2dkn07 Here is its Blockstate file: If you need anything else, please let me know!
  6. So I'm playing around with some assets of mine and I'm working on importing a full city into Minecraft via the OBJ loader. Now I've got it work and even got the textures working and everything, however the issue I have now is if you let the block you place go behind you or out of sight, everything derenders. I understand this is a basic thing of Minecraft but I am also aware of the INFINITE_EXTENT_AABB that would force it have a limitless bounding box which would keep it rendered. However after setting up what I believe is the correcting for it, I can't get it work. Since it's a decent amount of code to copy and paste here, I've uploaded my current source to GitHub here, https://github.com/Jerry996666/The-World-RCraft-1.11.2. If someone who's better at spotting issues please let me know where my mistakes are, it help me a ton. Thank you for any help!
  7. Hi I'm trying to set up some code that when a GUI button is clicked it sends a command that takes a variable from what button is pressed and inserts into the command. Minecraft.getMinecraft().thePlayer.sendChatMessage("/" + classe + ""); the classe is already defined and working in the rest of the mod, however when pressed, I am kicked and it pops up "Illegal characters in chat". What am I doing wrong? Thanks for any help.
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