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Posted

Hey,

I made a projectile and wanted it to explode on impact (I extended EntityThrowable).

Code:

    protected void onImpact(MovingObjectPosition movingobjectposition)
    {
        this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, 4.5F, true);
        this.setDead();
    }

But the blocks are buggy. If I fly into the crater there will be invisible blocks, which should be exploded.

Posted

Just guessing, but you might want to limit the explosion to the server side. 

Long time Bukkit & Forge Programmer

Happy to try and help

Posted

I tried to use

@SideOnly(Side.CLIENT)

, but there was the same problem.

 

I also tried

    public void onImpact(MovingObjectPosition movingobjectposition)
    {
    	if(!this.worldObj.isRemote) {
        	this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, 4.5F, true);
        	this.setDead();
    	}
    }

but there was no explosion.

Posted

 

 

 

 

Get rid of the SideOnly stuff.  From your description you are using it inproperly. 

 

Put some markers in your code for debugging so you can tell if it worked or not.

 

System.out.println("blah blah blah");

 

Put something at start of your method, at the first if, ect so you know it fired.  By watching the debug screen you will also know if it happend on server/client/both.

 

 

// Working code snipet from something I have.

 

  Reveal hidden contents

 

Long time Bukkit & Forge Programmer

Happy to try and help

Posted
@Override
    public ItemStack onItemRightClick(ItemStack itemStack, World world, EntityPlayer player)
    {
        world.playSoundAtEntity(player, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));

        if (world.isRemote)
        {
            world.spawnEntityInWorld(new MyEntityProjectile(world, player));
            itemStack.damageItem(1, player);
        }

        return itemStack;
    }

Posted

public class MyItem extends Item
{
public MyItem() {
	super();
	this.setMaxDamage(50);
	this.setMaxStackSize(1);
	this.setFull3D();
}

@Override
    public ItemStack onItemRightClick(ItemStack itemStack, World world, EntityPlayer player)
    {
        world.playSoundAtEntity(player, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));

        if (world.isRemote)
        {
            world.spawnEntityInWorld(new MyEntityProjectile(world, player));
            itemStack.damageItem(1, player);
        }

        return itemStack;
    }

 

public class MyEntityProjectile extends EntityThrowable
{
    public MyEntityProjectile(World world, EntityLivingBase entity)
    {
        super(world, entity);
    }

    public void onImpact(MovingObjectPosition movingobjectposition)
    {
        if (!this.worldObj.isRemote)
        {
            this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, 4.5F, true);
        }
    }

 

As it is now, there will be NO explosion on impact. If i remove the ! in the projectile class it will explode, but the blocks will be buggy

Posted

 

 

As they told you before, chante this to "!world.isRemote"

 

  Reveal hidden contents

 

 

You are generating your projectile on the client side only, so obviously it won't create an explosion on the server.

 

Lastly, as I said before add some log points in your code so you can see where it is derailing.

Long time Bukkit & Forge Programmer

Happy to try and help

Posted

Like I told you before..

 

  On 6/2/2014 at 5:40 PM, Hackbaellchen said:

!this.worldObj.isRemote

 

It'll crash with the dirt background and

'Connection Lost'

'A fatal error has occured, this connection is terminatd'.

 

It looks like this:

2dr78eo.jpg

Posted

And as before, we stated to post your code.  You keep saying "!this.worldObj.isRemote" but there is no way to know how or where you typed it and made a mistake.

Long time Bukkit & Forge Programmer

Happy to try and help

Posted

    @EventHandler
    public void preInit(FMLPreInitializationEvent event)
    {
        EntityRegistry.registerModEntity(MyEntityProjectile.class, "MyProjectile", entityIndex++, this, 64, 10, true);
    }

 

 

If I use

    public MyEntityProjectile(World world)
    {
        super(world);
    }

 

instead of

 

    public MyEntityProjectile(World world, EntityLivingBase player)
    {
        super(world, player);
    }

 

the entity isn't spawning.

Posted

All works fine now.

 

public class MyEntityProjectile extends EntityThrowable
{
  public MyEntityProjectile(World par1World)
  {
    super(par1World);
  }
  
  public MyEntityProjectile(World par1World, EntityLivingBase par2EntityLivingBase)
  {
    super(par1World, par2EntityLivingBase);
  }
  
  public MyEntityProjectile(World par1World, double par2, double par4, double par6)
  {
    super(par1World, par2, par4, par6);
  }

    protected void onImpact(MovingObjectPosition movingobjectposition)
    {
        if (!this.worldObj.isRemote)
        {
            this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, 4.5F, true);
        }
    }

 

public class MyItem extends Item
{
public MyItem() {
	super();
	this.setMaxDamage(50);
	this.setMaxStackSize(1);
	this.setFull3D();
}

@Override
    public ItemStack onItemRightClick(ItemStack itemStack, World world, EntityPlayer player)
    {
        world.playSoundAtEntity(player, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));

        if (!world.isRemote)
        {
            world.spawnEntityInWorld(new MyEntityProjectile(world, player));
            itemStack.damageItem(1, player);
        }

        return itemStack;
    }

I've found my old code :)

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