Posted March 9, 20223 yr Hello, I have created my own projectile, with a custom model, and use geckolib to render it. However I am not able to get it to move. It has a deltaMovement, but getPos() always gives the same values and its rendered on the same spot. Ive tried using .shoot or change have its movement changed in its tick() method but nothing seems to work. Im probably missing one line of code important to get projectiles to move. Thank you public class RocketProjectile extends Projectile implements IAnimatable { private boolean hasTarget = false; private boolean followEntity; private LivingEntity targetE; private Vec3 targetV; private int delay = 20; private int particle = 0; private int test = 0; public RocketProjectile(EntityType<? extends Projectile> entity, Level level) { super(entity, level); } @Override protected void defineSynchedData() { } public void setTarget(Vec3 pos) { followEntity = false; targetV = pos; hasTarget = true; } public void setTarget(LivingEntity target) { followEntity = true; targetE = target; hasTarget = true; } @Override public void tick() { super.tick(); if(!hasTarget) { try { targetE = level.getNearestPlayer(this, 100f); if(targetE!=null) hasTarget = true; followEntity = true; } catch(Exception e) {} } else if(delay > -1){ delay--; } if(hasTarget && delay < 0) { Vec3 target; if(followEntity) { target = targetE.getEyePosition(); } else { target = targetV; } Vec3 dir = target.subtract(this.getPosition(1f)).normalize(); if(!level.isClientSide()) this.setDeltaMovement(dir.multiply(1,1,1)); } } @Override protected void onHitBlock(BlockHitResult p_37258_) { super.onHitBlock(p_37258_); } @Override protected void onHitEntity(EntityHitResult p_37259_) { super.onHitEntity(p_37259_); } @Override protected void readAdditionalSaveData(CompoundTag p_20052_) { } @Override protected void addAdditionalSaveData(CompoundTag p_20139_) { } @Override public Packet<?> getAddEntityPacket() { return NetworkHooks.getEntitySpawningPacket(this); } //geckolib private final AnimationFactory factory = new AnimationFactory(this); @Override public void registerControllers(AnimationData data) { data.addAnimationController(new AnimationController<RocketProjectile>(this, "empty", 0, this::empty)); } private <E extends IAnimatable> PlayState empty(AnimationEvent<E> event) { return PlayState.CONTINUE; } @Override public AnimationFactory getFactory() { return factory; } }
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