Posted November 30, 20222 yr Hi all! I want to make the player perform the bow animation when he is holding a compass in main hand. I dont want to subclass compass so i'd like to make it with events: HashSet<Player> players = new HashSet<>(); @SubscribeEvent public void onRightClickItem(RightClickItem event) { Player player = event.getEntity(); Level level = player.getLevel(); if (!player.isUsingItem() && player.getItemInHand(InteractionHand.MAIN_HAND).getItem() == Items.COMPASS) { players.add(player); player.startUsingItem(InteractionHand.MAIN_HAND); event.setCanceled(true); event.setCancellationResult(InteractionResult.sidedSuccess(level.isClientSide)); } } @SubscribeEvent public void onLivingEntityUseItemEvent(LivingEntityUseItemEvent.Start event) { if (players.contains(event.getEntity())) { System.err.println("### Start"); event.setDuration(100); //start perform bow animation with a compass in hand } } @SubscribeEvent public void onLivingEntityUseItemEvent(LivingEntityUseItemEvent.Tick event) { if (players.contains(event.getEntity())) { System.err.println("### Tick duretion=" + event.getDuration()); //update pulling animation } } @SubscribeEvent public void onLivingEntityUseItemEvent(LivingEntityUseItemEvent.Stop event) { if (players.contains(event.getEntity())) { System.err.println("### Stop"); //stop pulling animation players.remove(event.getEntity()); } } @SubscribeEvent public void onLivingEntityUseItemEvent(LivingEntityUseItemEvent.Finish event) { if (players.contains(event.getEntity())) { System.err.println("### Finish"); //stop pulling animation and do something players.remove(event.getEntity()); } } This seems to work but i dont know how to make the player perform that animation. Any suggestion? Thx
November 30, 20222 yr 5 hours ago, Zacomat said: I dont want to subclass compass so i'd like to make it with events: This is currently not possible as Forge does not expose the necessary parts in events. It is easier to subclass the item and set the use animation to the bow or apply the transform yourself by overriding #applyForgeHandTransform.
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