Posted July 19, 201312 yr I'm trying to make a weapon that shoots a different entity depending on how long it is used for, but all it does is glitch out, here's my code(sorry, was in a bit of a rush posting this): package project.main; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.Icon; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowLooseEvent; import net.minecraftforge.event.entity.player.ArrowNockEvent; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class ItemPlasmaBeam extends Item { public ItemPlasmaBeam(int par1) { super(par1); this.maxStackSize = 1; this.setMaxDamage(99999); this.setCreativeTab(CreativeTabs.tabCombat); } /** * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount */ public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int j = this.getMaxItemUseDuration(par1ItemStack) - par4; ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } j = event.charge; float f = (float)j / 20.0F; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 1.0F; } EntityPlasmaBolt entityplasmabolt = new EntityPlasmaBolt(par2World, par3EntityPlayer); EntityChargedPlasmaBolt entitychargedplasmabolt = new EntityChargedPlasmaBolt(par2World, par3EntityPlayer); //Insert fireing sound here if (!par2World.isRemote ) { if( this.getDamage(par1ItemStack) <= 60){ par2World.spawnEntityInWorld(entityplasmabolt); } else{ par2World.spawnEntityInWorld(entitychargedplasmabolt); } } } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 72000; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack par1ItemStack) { return null; } /** * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack)); return par1ItemStack; } public void onUsingItemTick(ItemStack stack, EntityPlayer player, int count) { this.setDamage(stack, 99999 - count); } @SideOnly(Side.CLIENT) public void registerIcons(IconRegister iconRegister) { this.itemIcon = iconRegister.registerIcon("chimera27metroid:plasmabeam"); } } I have what I thought SHOULD work but all it does is glitch out, does anyone have any idea how I would go about this? Creator of Metroid Cubed! Power Suits, Beams, Hypermode and more! http://i.imgur.com/ghgWmA3.jpg[/img]
July 19, 201312 yr Someone is making a Halo mod, I think. Can you specify what you mean by glitch out?
July 19, 201312 yr have you tried looking at the code for vanilla bows? The longer the bow is held down (used) the more powerful it gets. Check the source code.
July 19, 201312 yr Author Yes, but that also slows down the player quite a bit, which I don't want to happen Also what I mean by glitch out is on a right click it sets the damage of it to about 2/3 of max, and then it becomes invisible in my hand but not in my inventory, sometimes shoots, and also becomes visible again if I drop it and pick it back up. Also metroid, not halo :3 Creator of Metroid Cubed! Power Suits, Beams, Hypermode and more! http://i.imgur.com/ghgWmA3.jpg[/img]
July 19, 201312 yr Yes, but that also slows down the player quite a bit, which I don't want to happen well ... maybe you could ... i don't know .... NOT include that part of the vanilla bow code ....... ......... ...... .... if that doesnt work i suggest you use the custom nbttagcompound on the item stack to keep track of the number of tick this was behing held for somehting like onUsingItemTick(args){ this.nbtwtv.setInteger(this.nbtwtv.getInteger("tickheld")+1); } onPlayerStoppedUsing(args){ this.nbtwtv.setInteger("tickheld", 0); } how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
July 19, 201312 yr Author The bow code uses SetItemInUse to check how long it has been used for, which in turn sets the player as eating, which slows them down I'll try the NBT compound though, thx Creator of Metroid Cubed! Power Suits, Beams, Hypermode and more! http://i.imgur.com/ghgWmA3.jpg[/img]
July 19, 201312 yr player.setItemInUse(gunStack); player.setEating(false); how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
July 20, 201312 yr Author Thx! Thought that was protected for some reason... Creator of Metroid Cubed! Power Suits, Beams, Hypermode and more! http://i.imgur.com/ghgWmA3.jpg[/img]
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