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Posted

I know this is kinda late but I followed the same tutorial and I need to have my gun shoot like a pistol, But ive tried all the things you guys posted but they wont work at all please help, Email me if you have to, [email protected]

  • Author

Here is my ItemRapidPistol class

 

 

package alex.modtut.items;

 

 

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.item.EnumAction;

import net.minecraft.item.Item;

import net.minecraft.item.ItemStack;

import net.minecraft.world.World;

import alex.modtut.MainClass;

import alex.modtut.lib.Constants;

 

 

public class ItemRapidPistol extends Item {

    private World worldObj;

    private double posX;

    private double posZ;

    private double posY;

    private Object explosionRadius;

   

   

   

 

   

   

    public ItemRapidPistol() {

        super();

        setCreativeTab(MainClass.GunsNStuff);

        setUnlocalizedName("RapidPistol");

        setTextureName(Constants.MODID + ":RapidPistol");

       

       

       

   

 

    }

   

 

 

 

 

    @Override

    public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World,EntityPlayer par3EntityPlayer) {

   

 

   

        if(par3EntityPlayer.capabilities.isCreativeMode||par3EntityPlayer.inventory.consumeInventoryItem(ModItems.orangeItem))

       

        {

       

            par2World.playSoundAtEntity(par3EntityPlayer, "mob.irongolem.hit", 0.4F, 3F / (itemRand.nextFloat() * 0.4F + 0.8F));

 

            {

                par2World.spawnEntityInWorld(new alex.modtut.items.M16EntityBlasterBolt(par2World, par3EntityPlayer));

            }

        }

        return par1ItemStack;

        }

}

 

 

  • Author

i tried this code

 

package alex.modtut.items;

 

 

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.item.EnumAction;

import net.minecraft.item.Item;

import net.minecraft.item.ItemStack;

import net.minecraft.world.World;

import alex.modtut.MainClass;

import alex.modtut.lib.Constants;

 

 

public class ItemRapidPistol extends Item {

    private World worldObj;

    private double posX;

    private double posZ;

    private double posY;

    private Object explosionRadius;

   

   

   

    private int counter =20;

   

   

    public ItemRapidPistol() {

        super();

        setCreativeTab(MainClass.GunsNStuff);

        setUnlocalizedName("RapidPistol");

        setTextureName(Constants.MODID + ":RapidPistol");

       

       

       

   

 

    }

   

 

 

 

 

    @Override

    public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World,EntityPlayer par3EntityPlayer) {

   

 

   

        if(par3EntityPlayer.capabilities.isCreativeMode||par3EntityPlayer.inventory.consumeInventoryItem(ModItems.orangeItem))

       

        counter--;

        if(counter == 0)

       

        {

       

            par2World.playSoundAtEntity(par3EntityPlayer, "mob.irongolem.hit", 0.4F, 3F / (itemRand.nextFloat() * 0.4F + 0.8F));

 

            {

                par2World.spawnEntityInWorld(new alex.modtut.items.M16EntityBlasterBolt(par2World, par3EntityPlayer));

            }

           

            counter=20;

           

           

        }

        return par1ItemStack;

        }

   

   

}

 

   

 

 

I'm using MouseEvent and packets.

Ouch... why?

Because i'm using left click to shoot and right click to toggle aiming.

How to prevent destoying blocks with this? And it calls when player right clicking useable blocks with this item.

 

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