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Posted

Hi everyone im trying to make a grenade that blinds entities in the are but

i mess with codes somehow but no luck it dont work

 

package MHF.Net.Client.Entity.Projectile;


import java.util.List;

import net.minecraft.block.Block;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.ItemStack;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.world.World;
import MHF.Net.Client.Item.MHFItem;

public class MHFEntityGrenadeIncenerate extends MHFEntityBombMaterial
{
    protected String BOUNCE_SOUND;
    
    static final double MAX_DISTANCE = 32D;
    static final double MIN_DISTANCE = 8D;
    static final float MAX_ANGLE = 180F;
    static final float MIN_PITCH_ANGLE = 15F;
    static final float MIN_YAW_ANGLE = 15F;
    public static final int MAX_FLASH_TIME_PLAYER = 500;
    public static final int MAX_FLASH_TIME_ENTITY = 200;

    public MHFEntityGrenadeIncenerate(World world)
    {
        super(world);
        setEntityItemStack(new ItemStack(MHFItem.MHFIncenerateBomb, 1, 0));
    }

    public MHFEntityGrenadeIncenerate(World world, double d, double d1, double d2)
    {
        super(world, d, d1, d2);
        setEntityItemStack(new ItemStack(MHFItem.MHFIncenerateBomb, 1, 0));
    }

    public MHFEntityGrenadeIncenerate(World world, EntityLivingBase entityliving)
    {
        super(world, entityliving);
        setEntityItemStack(new ItemStack(MHFItem.MHFIncenerateBomb, 1, 0));
    }

    public void onUpdate()
    {
        super.onUpdate();
        List list = worldObj.getEntitiesWithinAABBExcludingEntity(this, boundingBox);

        if (list.size() > 0)
        {
            Entity entity = (Entity)list.get(0);

            if (entity instanceof EntityLiving)
            {
            	((EntityLiving) entity).addPotionEffect((new PotionEffect(Potion.blindness.id, 100, 6)));
                entity.setFire(300);
                explode();
            }
        }
    }

    protected void handleBounce()
    {
        explode();
    }

    protected void explode()
    {
        if (!exploded)
        {
            exploded = true;
            worldObj.playSoundAtEntity(this, Block.glass.stepSound.getBreakSound(), (Block.glass.stepSound.getVolume() + 1.0F) / 2.0F, Block.glass.stepSound.getPitch() * 0.8F);
            int i = (int)Math.floor(posX);
            int j = (int)Math.floor(posY);
            int k = (int)Math.floor(posZ);

            for (int l = -2; l <= 2; l++)
            {
                for (int i1 = -2; i1 <= 2; i1++)
                {
                    for (int j1 = -2; j1 <= 2; j1++)
                    {
                        int k1 = Math.abs(l) + Math.abs(i1) + Math.abs(j1);

                        if (k1 <= 2 && worldObj.isAirBlock(i + l, j + i1, k + j1))
                        {
                            worldObj.setBlock(i + l, j + i1, k + j1, Block.fire.blockID);
                        }
                    }
                }
            }

            setDead();
        }
    }
}



Posted

Hi

 

I'm having a bit of trouble seeing how your code is supposed to work.

As far as I can tell, you use onUpdate to see if any living entities touch the grenade (collide with the boundingbox), and when they do, apply a blindness effect and explode the grenade.

 

Is that what you intended?  And if so, what doesn't work?

 

-TGG

Posted

So you mean that my boundingBox is whenever the entity touched the grenade that is thrown ?

 

Im kinda confuse a little but what i want is when the grenade is thrown all entities in the area that seen the grenade will be blind

Posted

boundingBox is set by Entity#setSize(...).

I assume you don't want your grenade to be bigger, so I'd recommend using AxisAlignedBB#expand(double,double,double) on boundingBox.

By the way, EntityPlayer is not an EntityLiving in recent Minecraft versions, you may want to check for EntityLivingBase instead.

You will probably need a counter too, to avoid the grenade exploding in the player hands.

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