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Custom Projectile on Keybind?


eeyorenailbag

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So I followed Modding by Kaupenjoe's tutorial on  keybinds for 1.19, and that's all working fine, however I want to make it a mechanic, in which you press the button, it fires a magic projectile and applies and effect to the target, and has a cooldown before being able to use again. However there's no clear "Fire Projectile" with my current code. I assume I'd need to create my own custom projectile class, with visual effects, but how could I implement it into the keybind? All I'm trying to do as of yet is get it to fire an arrow where I'm looking and without an item and include a cooldown, Any advice is greatly appreciated ^ v ^

 

This is the current keybind Code:

 

public static class ClientForgeEvents {

@SubscribeEvent public static void onKeyInput(InputEvent.Key event) {

        if(Keybindings.Cast_Magic.consumeClick()) {

               Minecraft.getInstance().player.getDirection().getOpposite();

                   }

           }

}

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16 minutes ago, eeyorenailbag said:

Keybindings.Cast_Magic.consumeClick()

You should check here KeyMapping#isDown

18 minutes ago, eeyorenailbag said:

However there's no clear "Fire Projectile" with my current code. I assume I'd need to create my own custom projectile class, with visual effects, but how could I implement it into the keybind

This depends on what projectile you want to shoot, if you want a custom projectile yes, if you want to shoot a Arrow or a Fireball then is is not necessary.

In all cases you need a custom Network packet since key input is client side but entity spawning (include projectiles) is server side.
You can take a look at this FCW page for general informations about Networking.

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On 8/14/2022 at 6:22 PM, Luis_ST said:

You should check here KeyMapping#isDown

This depends on what projectile you want to shoot, if you want a custom projectile yes, if you want to shoot a Arrow or a Fireball then is is not necessary.

In all cases you need a custom Network packet since key input is client side but entity spawning (include projectiles) is server side.
You can take a look at this FCW page for general informations about Networking.

After some time, I've managed to get it to be able to summon a ghast fireball (as a test) on keybind, and it works fine, however it just spawns the entity, rather than giving it movement. This is the current code I have to summon the entity, I just need to add motion to it. And I do apologise, I'm just incredibly stupid, idk anything about Java - _ -'

 

public boolean handle(Supplier<NetworkEvent.Context> supplier) {

NetworkEvent.Context context = supplier.get();

context.enqueueWork(

() -> {

ServerPlayer player = context.getSender();

ServerLevel level = player.getLevel();

EntityType.FIREBALL.spawn(level, null, null, player.blockPosition(), MobSpawnType.COMMAND, true, false); }); return true; }

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Look at the code in GhastShootFireballGoal.

You need to create the fireball, configure it, then level.addFreshEntity() to spawn it.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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Using Mod File: [29Mar2024 00:02:44.034] [main/WARN] [net.minecraftforge.jarjar.selection.JarSelector/]: Attempted to select a dependency jar for JarJar which was passed in as source: resourcefullib. Using Mod File: /home/container/mods/resourcefullib-forge-1.19.2-1.1.24.jar [29Mar2024 00:02:44.034] [main/INFO] [net.minecraftforge.fml.loading.moddiscovery.JarInJarDependencyLocator/]: Found 13 dependencies adding them to mods collection
    • I am unable to do that. Brigadier is a mojang library that parses commands.
    • Hi, i appreciate the answer. I would love to do that, but we have active players with all their belongings in SSN. Also this mod is really handy and they would be mad if we removed it. Are you really certain that SSN is causing this? It would require lots of work to test it and SSN was not really an issue before we removed Fast Suite. Can it be related somehow? I will provide you with log before removing FS. PasteBin: https://pastebin.com/Y5EpLpNe (crash before removing Fast Suite, which I suspected to be a problem from some crash before)
    • Backup the world and make a test without storagenetwork
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