Jump to content

Recommended Posts

Posted

Override the hitEntity function in ItemSword, and make it play your sound.

If you really want help, give that modder a thank you.

 

Modders LOVE thank yous.

Posted

Im assuming this is the  hitEntity thing in the ItemSword that you mean.

 public boolean hitEntity(ItemStack par1ItemStack, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving)
    {
        par1ItemStack.damageItem(1, par3EntityLiving);
        return true;
    }
    

but how would I add sound to it? :)

Posted

how did you connect world obj to the sound method for a zombie? O.o?

 

The world would be the world that the zombie is in!

If you guys dont get it.. then well ya.. try harder...

Posted

how did you connect world obj to the sound method for a zombie? O.o?

 

The world would be the world that the zombie is in!

God sorry im stupid!  :P So do I have to declare the world then the (command) for sound and then the path for the sound? btw thanks for helping me :)
Posted

No you have to use the world object already declared by the entity.

The entity will have a world declared as it needs to know where it is in the game :P

 

It sounds like you aren't too well traversed in object oriented programming? :)

 

you need to use the world in order to play a sound at a location.

Then you can use the sound you mentioned earlier for example:

entityLiving.WorldObj.PlaySoundAtEntity(entityLiving, "mob.zombie.say",1.0F, 1.0F);

using that inside the hit method would make it play that zombie sound on hit.

If you guys dont get it.. then well ya.. try harder...

Posted

No you have to use the world object already declared by the entity.

The entity will have a world declared as it needs to know where it is in the game :P

 

It sounds like you aren't too well traversed in object oriented programming? :)

 

you need to use the world in order to play a sound at a location.

Then you can use the sound you mentioned earlier for example:

entityLiving.WorldObj.PlaySoundAtEntity(entityLiving, "mob.zombie.say",1.0F, 1.0F);

using that inside the hit method would make it play that zombie sound on hit.

Yeahhh im super new to modding I have much to learn :). So just to clarify the "entityLiving.WorldObj.PlaySoundAtEntity(entityLiving, "mob.zombie.say",1.0F, 1.0F);" goes into  public boolean hitEntity(ItemStack par1ItemStack, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving)

    {

        par1ItemStack.damageItem(1, par3EntityLiving);

        return true;

    }

 

Thank you so much for helping me out :)

 

 

Posted

Yeah I had the feeling you where new to this and about to waste countless hours on modding :)

 

You are free to do so of course but there is a faster way to learn to be a great modder than struggling like this, if you care to know? :)

If you guys dont get it.. then well ya.. try harder...

Posted

Yeah I had the feeling you where new to this and about to waste countless hours on modding :)

 

You are free to do so of course but there is a faster way to learn to be a great modder than struggling like this, if you care to know? :)

Yes you already know i was about to waste my time lol! And I would love to learn more!  :)

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • You would have better results asking a more specific question. What have you done? What exactly do you need help with? Please also read the FAQ regarding posting logs.
    • Hi, this is my second post with the same content as no one answered this and it's been a long time since I made the last post, I want to make a client-only mod, everything is ok, but when I use shaders, none of the textures rendered in RenderLevelStageEvent nor the crow entity model are rendered, I want them to be visible, because it's a horror themed mod I've already tried it with different shaders, but it didn't work with any of them and I really want to add support for shaders Here is how i render the crow model in the CrowEntityRenderer<CrowEntity>, by the time i use this method, i know is not the right method but i don't think this is the cause of the problem, the renderType i'm using is entityCutout @Override public void render(CrowEntity p_entity, float entityYaw, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { super.render(p_entity, entityYaw, partialTick, poseStack, bufferSource, packedLight); ClientEventHandler.getClient().crow.renderToBuffer(poseStack, bufferSource.getBuffer(ClientEventHandler.getClient().crow .renderType(TEXTURE)), packedLight, OverlayTexture.NO_OVERLAY, Utils.rgb(255, 255, 255)); } Here renderLevelStage @Override public void renderWorld(RenderLevelStageEvent e) { horrorEvents.draw(e); } Here is how i render every event public void draw(RenderLevelStageEvent e) { for (HorrorEvent event : currentHorrorEvents) { event.tick(e.getPartialTick()); event.draw(e); } } Here is how i render the crow model on the event @Override public void draw(RenderLevelStageEvent e) { if(e.getStage() == RenderLevelStageEvent.Stage.AFTER_ENTITIES) { float arcProgress = getArcProgress(0.25f); int alpha = (int) Mth.lerp(arcProgress, 0, 255); int packedLight = LevelRenderer.getLightColor(Minecraft.getInstance().level, blockPos); VertexConsumer builder = ClientEventHandler.bufferSource.getBuffer(crow); Crow<CreepyBirdHorrorEvent> model = ClientEventHandler .getClient().crow; model.setupAnim(this); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, packedLight, OverlayTexture.NO_OVERLAY, alpha); builder = ClientEventHandler.bufferSource.getBuffer(eyes); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, 15728880, OverlayTexture.NO_OVERLAY, alpha); } } How i render the model public static void renderModelInWorld(Model model, Vector3f pos, Vector3f offset, Camera camera, PoseStack matrix, VertexConsumer builder, int light, int overlay, int alpha) { matrix.pushPose(); Vec3 cameraPos = camera.getPosition(); double finalX = pos.x - cameraPos.x + offset.x; double finalY = pos.y - cameraPos.y + offset.y; double finalZ = pos.z - cameraPos.z + offset.z; matrix.pushPose(); matrix.translate(finalX, finalY, finalZ); matrix.mulPose(Axis.XP.rotationDegrees(180f)); model.renderToBuffer(matrix, builder, light, overlay, Utils .rgba(255, 255, 255, alpha)); matrix.popPose(); matrix.popPose(); } Thanks in advance
    • Same issue - I have no idea
    • I am trying to develop a modpack for me and my friends to use on our server. Does anyone know how to develop a modpack for a server or could they help take a look at my modpack to potentially help at all?
    • un server de armas realista.  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.