Posted August 25, 201312 yr I am currently trying to add a gun to my upcoming mod which fires in 3 round bursts (about 1 round every 1/2 second), however I do not know how to implement a firing delay between each shot. Can I use a tick handler to create a delay, and if so how? What other methods can you suggest? Here is my current code: package assets.derpmod.common; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class ItemBurstGun extends Item { int x; public ItemBurstGun(int par1) { super(par1); this.setMaxDamage(250); setUnlocalizedName("BurstGun"); setMaxStackSize(1); } @Override public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World,EntityPlayer par3EntityPlayer) { x = 0; while(x < 3){ { if (par3EntityPlayer.inventory.hasItem(derpmod.CoilgunSlug.itemID)) { par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); if (!par2World.isRemote) { par2World.spawnEntityInWorld(new EntityCoilgunRound(par2World, par3EntityPlayer)); } } par3EntityPlayer.inventory.consumeInventoryItem(derpmod.CoilgunSlug.itemID); par1ItemStack.damageItem(1, par3EntityPlayer); x++; } x = 0; } return par1ItemStack; } public boolean isFull3D() { return true; } public void registerIcons(IconRegister iconRegister) { itemIcon = iconRegister.registerIcon("Derpmod:BurstGun"); } }
August 25, 201312 yr The way I made a delay: Item has a method onUpdate() which is called while the item is in da hotbar. I declared a global integer "timeElapsed". Then I wrote timeElapsed++ in the onUpdate() so it increases until a certain value reaches. Once the value is reached, the gun can shoot again, then timeElapsed is reset.
August 25, 201312 yr Author I tried this but I didn't notice any difference, I still cant get a firing delay between each shot in the burst. package assets.derpmod.common; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class ItemBurstGun extends Item { public static int timeElapsed; public ItemBurstGun(int par1) { super(par1); this.setMaxDamage(250); setUnlocalizedName("BurstGun"); setMaxStackSize(1); } @Override public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World,EntityPlayer par3EntityPlayer) { if (par3EntityPlayer.inventory.hasItem(derpmod.CoilgunSlug.itemID)) { par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); if (!par2World.isRemote) { par2World.spawnEntityInWorld(new EntityCoilgunRound(par2World, par3EntityPlayer)); } par3EntityPlayer.inventory.consumeInventoryItem(derpmod.CoilgunSlug.itemID); par1ItemStack.damageItem(1, par3EntityPlayer); } timeElapsed = 0; if(timeElapsed == 1000); { onUpdate(par1ItemStack, par2World, par3EntityPlayer, timeElapsed, bFull3D); timeElapsed++; } if (par3EntityPlayer.inventory.hasItem(derpmod.CoilgunSlug.itemID)) { par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); if (!par2World.isRemote) { par2World.spawnEntityInWorld(new EntityCoilgunRound(par2World, par3EntityPlayer)); } par3EntityPlayer.inventory.consumeInventoryItem(derpmod.CoilgunSlug.itemID); par1ItemStack.damageItem(1, par3EntityPlayer); } timeElapsed = 0; return par1ItemStack; } public boolean isFull3D() { return true; } public void registerIcons(IconRegister iconRegister) { itemIcon = iconRegister.registerIcon("Derpmod:BurstGun"); } } (not entirely confident that I know what to do)
August 25, 201312 yr Try @Override public void onUpdate(ItemStack par1ItemStack, World par2World, Entity par3Entity, int par4, boolean par5) { }
August 25, 201312 yr timeElapsed = 0; if(timeElapsed == 1000); { onUpdate(par1ItemStack, par2World, par3EntityPlayer, timeElapsed, bFull3D); timeElapsed++; } } Well i am not sure if that is what you want there, but i guess that you would want it to (lets say you fire 3 times and after that you want it to be delayed untill you can fire again, atleast thats how i read your intention) I would make it so that you have an int that counts up to lets say 5 and for the first 3 it would fire a shot and the last 2 wouldn't do anything. I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
August 25, 201312 yr Author ah, sorry if I was unclear. what I want is there to be a delay between each shot in the burst so that when I click the trigger once I get the following: tap right mouse button once Fire round 1 wait 1/2 a second Fire round 2 wait 1/2 a second Fire round 3 stop/ reset until right mouse is clicked again I am not looking for a delay between each time I press the trigger but instead looking for a way to implement a way to get the 1/2 second wait time between each shot in the burst itself.
August 25, 201312 yr Author How might I implement a tick handler? I've looked into it but don't know the code needed to create one for this scenario.
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