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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");

}

}

 

 

 

 

 

 

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.

  • 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)

Try

@Override
public void onUpdate(ItemStack par1ItemStack, World par2World, Entity par3Entity, int par4, boolean par5)
{

}

 

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.

  • 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.

  • 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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