Jump to content

Recommended Posts

Posted

    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");

}

}

 

 

 

 

 

 

Posted

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.

Posted

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)

Posted
  On 8/25/2013 at 5:34 PM, DerpenWolf said:

 

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.

Posted

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Add the crash-report or latest.log (logs-folder) with sites like https://mclo.gs/ and paste the link to it here  
    • Cracked Launchers are not supported
    • Hi, I have a problem in minecraft java (only in forge 1.20.1), When I start the game after a moment the game crashed with code 1 this only in forge 1.20.1 , I tried to reinstall java, Upgrade java to 17, update the drivers to the latest version, downgrade the drivers to the pervious version, deleting .minecraft and reinstall it , but none of these ways working.   here is the log:   [Launcher] Launching Minecraft... I'm hiding! mods after C:\Users\Windows\AppData\Roaming\.minecraft\mods\tl_skin_cape_forge_1.20_1.20.1-1.32.jar [InnerMinecraftServersImpl]  search changers of the servers read servers from servers.dat [] [InnerMinecraftServersImpl]  prepare inner servers save servers to servers.dat [Launcher] Game skin type: TLAUNCHER [Launcher] Starting Minecraft Forge 1.20.1... [Launcher] Launching in: C:\Users\Windows\AppData\Roaming\.minecraft Starting garbage collector: 96 / 227 MB Garbage collector completed: 60 / 214 MB [Launcher] Processing post-launch actions. Assist launch: true =============================================================================================== [05:29:03] [main/INFO]: ModLauncher running: args [--username, *********, --version, Forge 1.20.1, --gameDir, C:\Users\Windows\AppData\Roaming\.minecraft, --assetsDir, C:\Users\Windows\AppData\Roaming\.minecraft\assets, --assetIndex, 5, --uuid, *************************************, --accessToken, вќ„вќ„вќ„вќ„вќ„вќ„вќ„вќ„, --clientId, null, --xuid, null, --userType, mojang, --versionType, modified, --width, 925, --height, 530, --launchTarget, forgeclient, --fml.forgeVersion, 47.3.22, --fml.mcVersion, 1.20.1, --fml.forgeGroup, net.minecraftforge, --fml.mcpVersion, 20230612.114412] [05:29:04] [main/INFO]: ModLauncher 10.0.9+10.0.9+main.dcd20f30 starting: java version 17.0.12 by Oracle Corporation; OS Windows 10 arch amd64 version 10.0 [05:29:15] [main/INFO]: Loading ImmediateWindowProvider fmlearlywindow [05:29:24] [main/INFO]: Trying GL version 4.6 [05:29:60] [main/INFO]: Requested GL version 4.6 got version 4.6 [05:29:67] [main/INFO]: SpongePowered MIXIN Subsystem Version=0.8.5 Source=union:/C:/Users/Windows/AppData/Roaming/.minecraft/libraries/org/spongepowered/mixin/0.8.5/mixin-0.8.5.jar%23100!/ Service=ModLauncher Env=CLIENT FATAL ERROR in native method: Thread[pool-2-thread-1,5,main]: No context is current or a function that is not available in the current context was called. The JVM will abort execution.     at org.lwjgl.opengl.GL11C.nglGetString(org.lwjgl.opengl@3.3.1+7/Native Method)     at org.lwjgl.opengl.GL11C.glGetString(org.lwjgl.opengl@3.3.1+7/GL11C.java:978)     at net.minecraftforge.fml.earlydisplay.DisplayWindow.initRender(fmlearlydisplay@1.20.1-47.3.22/DisplayWindow.java:209)     at net.minecraftforge.fml.earlydisplay.DisplayWindow.lambda$start$5(fmlearlydisplay@1.20.1-47.3.22/DisplayWindow.java:292)     at net.minecraftforge.fml.earlydisplay.DisplayWindow$$Lambda$437/0x000001fab120a618.run(fmlearlydisplay@1.20.1-47.3.22/Unknown Source)     at java.util.concurrent.Executors$RunnableAdapter.call(java.base@17.0.12/Executors.java:539)     at java.util.concurrent.FutureTask.run(java.base@17.0.12/FutureTask.java:264)     at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(java.base@17.0.12/ScheduledThreadPoolExecutor.java:304)     at java.util.concurrent.ThreadPoolExecutor.runWorker(java.base@17.0.12/ThreadPoolExecutor.java:1136)     at java.util.concurrent.ThreadPoolExecutor$Worker.run(java.base@17.0.12/ThreadPoolExecutor.java:635)     at java.lang.Thread.run(java.base@17.0.12/Thread.java:842) Here I am! [VersionManager] Refreshing versions locally... [VersionManager] Versions has been refreshed (6 ms) [Launcher] Launcher exited. [Launcher] Minecraft closed with exit code: 1 flush now [Launcher] [Crash] Signature "Bad video drivers" matches! [Crash] Signature "Bad video drivers" matches! [Launcher] [Crash] Crash has been recognized! [Crash] Crash has been recognized! flush now
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.