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Featured Replies

Posted

The weapons shoots fine but the projectile is invisible. Also, is it possible to scale up the size of an item (weapon) the player is holding, and if so, how?

 

Entity Code:

 

 

package com.darkCaves.projectiles;

 

import net.minecraft.entity.Entity;

import net.minecraft.entity.EntityLiving;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.entity.projectile.EntityThrowable;

import net.minecraft.util.MovingObjectPosition;

import net.minecraft.util.ResourceLocation;

import net.minecraft.world.World;

 

public class EntityShot extends EntityThrowable{

public EntityShot(World par1World){

super(par1World);

}

public EntityShot(World par1World, EntityPlayer par3EntityPlayer){

super(par1World, par3EntityPlayer);

setThrowableHeading(this.motionX, this.motionY, this.motionZ, 3.0F, 1.0F);

}

public EntityeShot(World par1World, double par2, double par4, double par6){

super(par1World, par2, par4, par6);

}

 

@Override

protected float getGravityVelocity(){

return 0F;

}

public static float explosionRadius = 2.0F;

@Override

protected void onImpact(MovingObjectPosition movingobjectposition){

this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, (float)this.explosionRadius, false);

this.setDead();

}

 

 

}

 

 

Render Code:

 

 

package com.darkCaves.projectiles;

 

import org.lwjgl.opengl.GL11;

import org.lwjgl.opengl.GL12;

 

import cpw.mods.fml.relauncher.Side;

import cpw.mods.fml.relauncher.SideOnly;

import net.minecraft.client.renderer.Tessellator;

import net.minecraft.client.renderer.entity.Render;

import net.minecraft.entity.Entity;

import net.minecraft.entity.projectile.EntityThrowable;

import net.minecraft.util.ResourceLocation;

 

@SideOnly(Side.CLIENT)

public class RenderShot extends Render {

private static ResourceLocation EntityTexture = new ResourceLocation("darkcaves:textures/projectiles/darkShot.png");

private float scale;

 

 

    public void renderProjectile(EntityThrowable projectile, double x, double y, double z) {

        GL11.glPushMatrix();

        this.bindEntityTexture(projectile);

        GL11.glTranslatef((float)x, (float)y, (float)z);

        GL11.glEnable(GL12.GL_RESCALE_NORMAL);

        GL11.glScalef(scale * 0.5F, scale * 0.5F, scale * 0.5F);

        Tessellator tessellator = Tessellator.instance;

        float minU = 0;

        float maxU = 1;

        float minV = 0;

        float maxV = 1;

        float f7 = 1.0F;

        float f8 = 0.5F;

        float f9 = 0.25F;

        GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);

        GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);

        tessellator.startDrawingQuads();

        tessellator.setNormal(0.0F, 1.0F, 0.0F);

        tessellator.addVertexWithUV(0.0F - f8, 0.0F - f9, 0.0D, minU, maxV);

        tessellator.addVertexWithUV(f7 - f8, 0.0F - f9, 0.0D, maxU, maxV);

        tessellator.addVertexWithUV(f7 - f8, 1.0F - f9, 0.0D, maxU, minV);

        tessellator.addVertexWithUV(0.0F - f8, 1.0F - f9, 0.0D, minU, minV);

        tessellator.draw();

        GL11.glDisable(GL12.GL_RESCALE_NORMAL);

        GL11.glPopMatrix();

    }

 

    @Override

    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) {

        this.renderProjectile((EntityThrowable)par1Entity, par2, par4, par6);

    }

 

@Override

protected ResourceLocation getEntityTexture(Entity entity) {

return EntityTexture;

}

 

 

}

 

 

 

Main Class Code:

 

 

@EventHandler

public void PreInit(FMLPreInitializationEvent event){

EntityRegistry.registerModEntity(EntityShot.class, "Shot", 200, this, 120, 3, true );

      }

 

 

Client Proxy Code:

 

 

~~Preinit statement above~~

public void RenderInformation(){

 

RenderingRegistry.registerEntityRenderingHandler(EntityShot.class, new RenderShot());

}

 

 

  • Author

I don't know but don't you have to run your proxy's RenderInformation() in your PreInit? (might be wrong)

Oh, that's already there, just forgot to include it.

  • Author

Can I see your entire main class - as of now?

It's very extensive, but everything related to the projectile can be found here:

 

public class darkCaves {
@EventHandler
public void PreInit(FMLPreInitializationEvent event){
	EntityRegistry.registerModEntity(EntityDischargeShot.class, "DischargeShot", 200, this, 120, 3, true );

	proxy.RenderInformation();
}
}

  • Author

private float scale; // default value is zero...

// uh oh...
GL11.glScalef(scale * 0.5F, scale * 0.5F, scale * 0.5F);

 

You need to initialize your variable.

Fixed it, thanks a bunch!

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