Posted July 15, 201312 yr Put simply, the interact and attackEntityFrom methods appear to never be called. public class EntityMagicBuffer extends Entity implements IMagicEnergyProvider { protected float storedEnergy; public EntityMagicBuffer(World world) { super(world); setSize(1, 1); } @Override public boolean doesEntityNotTriggerPressurePlate() { return true; } @Override public boolean canBeCollidedWith() { return false; } @Override public AxisAlignedBB getBoundingBox() { return boundingBox; } @Override public AxisAlignedBB getCollisionBox(Entity par1Entity) { // TODO Auto-generated method stub return boundingBox; } @Override public void onEntityUpdate() { worldObj.spawnParticle("magiccrit", posX, posY, posZ, 0, 0, 0); super.onEntityUpdate(); } @Override public boolean interact(EntityPlayer par1EntityPlayer) { System.out.println("clicked!"); return true; } @Override public boolean attackEntityFrom(DamageSource par1DamageSource, int par2) { System.out.println("poke!"); return super.attackEntityFrom(par1DamageSource, par2); } @Override protected void entityInit() { } [... other code relating purely to my interface ...] } I think it may be a bounding box related issue since arrows fly straight through the entity, although using F3+B still makes it show the bounding box I was expecting. EDIT: as a most likely unrelated problem, the entity appears to sometimes glitch up/down about half a block, (but always remaining in one of the two up/down states, never going any further) EDIT2: making canBeCollidedWith() return true fixed it entirely, the getBoundingBox() and getCollisionBox() functions can freely return null without preventing this.
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