Posted August 13, 201312 yr Whenever the player (or any entity) tries to walk on the block (which is half a block tall or less) the block pushes the player out. I'm not sure why this is occuring, but I hope you can help me with it. https://github.com/Cortex-Modders/CodeLyokoMod/blob/master/matt/lyoko/blocks/BlockHolomap.java https://github.com/Cortex-Modders/CodeLyokoMod/blob/master/matt/lyoko/render/tileentity/RenderHolomap.java https://github.com/Cortex-Modders/CodeLyokoMod/blob/master/matt/lyoko/client/ClientProxy.java https://github.com/Cortex-Modders/CodeLyokoMod/blob/master/matt/lyoko/blocks/ModBlocks.java https://github.com/Cortex-Modders/CodeLyokoMod/blob/master/matt/lyoko/model/tileentity/ModelHolomap.java
August 15, 201312 yr pushes out like youre getting teleported or you're slowly moving out of the block ? how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 15, 201312 yr hmmm, well ok thsi is obviously a problem with the aabb, can you try giving something more simple, like a standard 1x1x1 aabb, maybe just to see if it works or not :\ how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 15, 201312 yr Author it doesn't push me out when I give it a normal collision box. but it shouldn't push me out with a special one either.
August 15, 201312 yr but it shouldn't push me out with a special one either. no no of course, but at least we know theres nothign super weird goign on public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4) { return AxisAlignedBB.getAABBPool().getAABB((double)par2 + this.minX, (double)par3 + this.minY, (double)par4 + this.minZ, (double)par2 + this.maxX, (double)par3 + this.maxY, (double)par4 + this.maxZ); } vanilla is doign it a biiiit differently, im thinking maybe you have a mismatch :\, maybe try something that is closer to what vanilla is doing ? or actually BlockHalfSlab doesnt even override that method. ps: i dont really know whats the problem, im jsut trying to debug with you how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 15, 201312 yr hmmm, i would try to copy the code for slab to try to at least make if different successfully, then try to make it change according to your rules. how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 15, 201312 yr Author After doing a little testing, it seems that it just doesn't like me giving it less than 0.5 as a collision bound.
August 15, 201312 yr weird, because trapdoors have a way smaller box (and doors too) how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 15, 201312 yr Carpets, the new 1/16th tall wool blocks have a selection box which is only 1/16 block in height. Maybe you could look at them as well? If you guys dont get it.. then well ya.. try harder...
August 15, 201312 yr time for today funny mojang code BlockCarpet.java (extends Block btw) protected void func_111047_d(int par1) { byte b0 = 0; float f = (float)(1 * (1 + b0)) / 16.0F; this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, f, 1.0F); } this function does NOT override anythign in Block the argument par1 has absolutelly NO use in the function b0 is specificly set to something :\ theres a "1*somethign"... why would you do that ? basicly this is the same thing as: this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1/16f, 1.0F); how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 15, 201312 yr @mazetar, actually the whole class is just pure trolling how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 16, 201312 yr not really, but were you able to make your hologram block the same size as the carpet ? how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 16, 201312 yr Author no. it gets less glitchy as I increase the height until the height is 0.5 at which point it stops being glitchy. It makes no sense to me.
August 16, 201312 yr id try straight up extending carpet, try to make a new carpet and one by one add the features you need to that block how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 16, 201312 yr Author I would but I'm using metadata for rotation of a custom model. So it's just easier to make it half a block tall all the time.
August 16, 201312 yr well i mean more like to find the root cause of this, id first try to make a copy of carpet, if it doesnt work then you have a serious problem, if it does then you can add features one by one and see which one is messing up the whole thing and why or you could just try to copy everything related to the bounding box over first to see if that work, then slowly change into what you need how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 16, 201312 yr I'd recommend searching where the player walking is handled. You might want to add this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.5F, 1.0F); in your block constructor, since they are at least half blocks Overriding public void addCollisionBoxesToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity) may be worth a shot.
August 16, 201312 yr Author I'd recommend searching where the player walking is handled. You might want to add this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.5F, 1.0F); in your block constructor, since they are at least half blocks Overriding public void addCollisionBoxesToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity) may be worth a shot. I'll try the collision boxes method
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