JohnBeGood Posted May 15, 2014 Share Posted May 15, 2014 So sometimes, the particles that are given off by my projectiles are just left in the air (just parts of it) and just seem to float there indefinitely. My particle spawn code: @Override public void onUpdate() { super.onUpdate(); if (!this.worldObj.isRemote) { for (int var3 = 0; var3 < 8; ++var3) { Sprinkles var1 = new Sprinkles(this.worldObj, this.posX, this.posY-1, this.posZ, 0.0D, 0.0D, 0.0D, 5); FMLClientHandler.instance().getClient().effectRenderer.addEffect(var1); } } } And the actual particle code: @SideOnly(Side.CLIENT) public class Sprinkles extends EntityFX { public float portalParticleScale; public int last; public Sprinkles (World par1World, double par2, double par4, double par6, double par8, double par10, double par12, int age) { super(par1World, par2, par4, par6, par8, par10, par12); this.last = age; this.motionX = par8 + (float)(Math.random() * 2.0D - 1.0D) * 0.05F; this.motionY = par10 + (float)(Math.random() * 2.0D - 1.0D) * 0.05F; this.motionZ = par12 + (float)(Math.random() * 2.0D - 1.0D) * 0.05F; float var14 = this.rand.nextFloat() * 0.6F + 0.4F; this.portalParticleScale = this.particleScale = this.rand.nextFloat() * 0.2F + 0.5F; this.particleRed = this.particleGreen = this.particleBlue = 1.0F * var14; this.particleGreen *= 0.3F; this.particleRed *= 0.9F; this.particleScale = this.rand.nextFloat() * this.rand.nextFloat() * 6.0F + 1.0F; this.particleMaxAge = (int)(16.0D / (this.rand.nextFloat() * 0.8D + 0.2D)) + 2; } /** * Called to update the entity's position/logic. */ @Override public void onUpdate() { this.prevPosX = this.posX; this.prevPosY = this.posY; this.prevPosZ = this.posZ; if (this.particleAge++ >= this.particleMaxAge) { this.setDead(); } this.setParticleTextureIndex(7 - this.particleAge * last / this.particleMaxAge); this.motionY += 0.004D; this.motionX *= 0.8999999761581421D; this.motionY *= 0.8999999761581421D; this.motionZ *= 0.8999999761581421D; if (this.onGround) { this.motionX *= 0.699999988079071D; this.motionZ *= 0.699999988079071D; } } } Quote Link to comment Share on other sites More sharing options...
TheGreyGhost Posted May 15, 2014 Share Posted May 15, 2014 Hi Do you know how to use the debugger? If so, I'd suggest you keep trying until you get immortal particles, then put a breakpoint in Sprinkles.onUpdate and/or EffectRenderer.renderParticles. That should hopefully give you a clue. -TGG Quote Link to comment Share on other sites More sharing options...
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