jaxbymc42 Posted February 5, 2022 Posted February 5, 2022 Hello! I am trying to create an item that shoots a fireball in the direction of the player's view. Currently, it does shoot the fireball but the fireball is curving a bit depending on where the player is looking (also, when looking down, even slightly, it shoots the fireball directly below the player). I am struggling to figure out the problem. I have already looked at other Minecraft classes, such as the Ghast and Bow classes. Any help would be appreciated, thanks! import net.minecraft.sounds.SoundEvents; import net.minecraft.sounds.SoundSource; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.InteractionResultHolder; import net.minecraft.world.entity.player.Player; import net.minecraft.world.entity.projectile.LargeFireball; import net.minecraft.world.item.Item; import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.Level; import net.minecraft.world.phys.Vec3; import java.util.Random; public class FlameWandItem extends Item { public FlameWandItem() { super(new Item.Properties().tab(CreativeModeTab.TAB_COMBAT).durability(64)); } @Override public InteractionResultHolder<ItemStack> use(Level level, Player player, InteractionHand usedHand) { ItemStack itemStack = player.getItemInHand(usedHand); Vec3 vec3 = player.getViewVector(1.0f); Random random = new Random(); if (!level.isClientSide) { LargeFireball largeFireball = new LargeFireball(level, player, player.getX(), player.getEyeY(), player.getZ(), 1); largeFireball.shootFromRotation(player, player.getXRot(), player.getYRot(), 0.0F, 3.0F, 0.0F); level.addFreshEntity(largeFireball); level.playSound((Player)null, player.getX(), player.getY(), player.getZ(), SoundEvents.GHAST_SHOOT, SoundSource.NEUTRAL, 0.5F, 0.4F / (random.nextFloat() * 0.4F + 0.8F)); if (!player.isCreative()) { itemStack.setDamageValue(itemStack.getDamageValue() + 1); } return new InteractionResultHolder<>(InteractionResult.SUCCESS, itemStack); } return new InteractionResultHolder<>(InteractionResult.FAIL, itemStack); } } Quote
Luis_ST Posted February 5, 2022 Posted February 5, 2022 try to use 1.0F as last parameter in shootFromRotation Quote
jaxbymc42 Posted February 5, 2022 Author Posted February 5, 2022 6 hours ago, Luis_ST said: try to use 1.0F as last parameter in shootFromRotation The last parameter in the shootFromRotation method is for the inaccuracy. In my case, it has nothing to do with the issue of the fireballs practically looping in circles whenever I use the wand item. Quote
Schartmon Posted June 23, 2022 Posted June 23, 2022 @jaxbymc42did you find a solution? I ran into the same problem... Quote
Gvinz Posted June 28 Posted June 28 why you need ved3 variable if u dont use it? On 2/6/2022 at 12:25 AM, jaxbymc42 said: The last parameter in the shootFromRotation method is for the inaccuracy. In my case, it has nothing to do with the issue of the fireballs practically looping in circles whenever I use the wand item. why u use ved3 variable if u dont use it? Quote
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