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Posted

Ive already made an arrow entity (derived from vanilla one), and it works fine (they dont get picked up by a player), but for some reason my texture is not rendered, the arrow looks like vanilla one...

Arrow code:

public class HolyArrow extends ArrowEntity {
    public HolyArrow(World world, PlayerEntity player){
        super(world, player);
    }

    public HolyArrow(EntityType<HolyArrow> type, World world){
        super(type, world);
    }

    public void onCollideWithPlayer(PlayerEntity entityIn) {} //no pickup

    public static EntityType<HolyArrow> getRegistryType(){
        return (EntityType<HolyArrow>) EntityType.Builder
                .<HolyArrow>create(HolyArrow::new, EntityClassification.MISC)
                .size(1, 1)
                .build("")
                .setRegistryName("holy_arrow");
    }
}

Renderer (the texture method is never called):

public class HolyArrowRenderer extends ArrowRenderer<HolyArrow> {
    public HolyArrowRenderer(EntityRendererManager e){
        super(e);
    }

    @Override
    public ResourceLocation getEntityTexture(HolyArrow entity) {
        System.out.println("texture requested");
        return new ResourceLocation(Soul.id, "textures/entity/holy_arrow.png");
    }
}

Registering a renderer:

@Mod.EventBusSubscriber(value=Dist.CLIENT, bus=Mod.EventBusSubscriber.Bus.MOD)
public class ClientEvents {
    @SubscribeEvent
    public static void setupClient(FMLClientSetupEvent event){
        RenderingRegistry.registerEntityRenderingHandler(Entities.holyArrow, HolyArrowRenderer::new);
    }
}

Registering an entity:

@Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD)
public class RegistryEvents {
    @SubscribeEvent
    static void registerEntities(final RegistryEvent.Register<EntityType<?>> event){
        event.getRegistry().registerAll(Entities.holyArrow);
    }
}

Entity reference:

public class Entities {
    public static final EntityType<HolyArrow> holyArrow = HolyArrow.getRegistryType();
}

 

Posted
Quote

Your registry code is broken. Read the documentation

The problem is, in docs its only said how to register EntityTypes through DeferredRegisters...

Quote

You must always specify your entity type

Ive added an override for getType() {return Entities.holyArrow;} now the arrows are simply invisible. Am I doing right?

Quote

Your entity must also override getAddEntityPacket and return NetworkHooks.getEntitySpawningPacket

Ok, but it didnt change anything

 

Posted

I think Ive done everything as it and you say, and I looked through other mods code and it looks similar everywhere, but the arrows are still invisible, whats wrong?

public class Entities {
    public static final EntityType<HolyArrow> holyArrow = EntityType.Builder
            .<HolyArrow>create(HolyArrow::new, EntityClassification.MISC)
            .size(1, 1)
            .build("");
}
public class HolyArrow extends AbstractArrowEntity {
    public HolyArrow(World world, PlayerEntity player){
        super(Entities.holyArrow, player, world);
    }

    public HolyArrow (EntityType<HolyArrow> type, World world){
        super(Entities.holyArrow, world);
    }

    public IPacket<?> createSpawnPacket() {
        Entity entity = this.getShooter();
        return NetworkHooks.getEntitySpawningPacket(entity);
    }

    public void onCollideWithPlayer(PlayerEntity entityIn) {} //no pickup


    @Override
    protected ItemStack getArrowStack() {
        return null;
    }
}
@Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD)
public class RegistryEvents {
    @SubscribeEvent
    static void registerEntities(final RegistryEvent.Register<EntityType<?>> event){
        event.getRegistry().registerAll(Entities.holyArrow.setRegistryName("holy_arrow"));
    }
}
@Mod.EventBusSubscriber(value=Dist.CLIENT, bus=Mod.EventBusSubscriber.Bus.MOD)
public class ClientEvents {
    @SubscribeEvent
    public static void setupClient(FMLClientSetupEvent event){
        RenderingRegistry.registerEntityRenderingHandler(Entities.holyArrow, HolyArrowRenderer::new);
    }
}

 

Posted
Quote

Why are you creating a spawning packet for the shooter instead of your entity?!

Oh hell, that was the problem, now it finally works XD Im just tired and didnt notice that, thanks a lot!

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