Posted September 20, 201410 yr Hi Everyone, I am trying to build a mod that increases the size of TNT explosions, but I can't figure out how to make the larger explosion four seconds after the TNT is lit. Currently, the bigger explosion is made right when you light the TNT. Is there anything like Bukkit's Scheduler to do this?
September 20, 201410 yr You almost always have an instance of World available, and World#getCurrentWorldTime is given in ticks. Given that there are 20 ticks/second, to wait 4 seconds you want to wait 80 ticks. BEFORE ASKING FOR HELP READ THE EAQ! I'll help if I can. Apologies if I do something obviously stupid. If you don't know basic Java yet, go and follow these tutorials.
September 20, 201410 yr You should create your own primed tnt entity and replace time there. And replace vanilla entity with your entity in EntityJoinWorldEvent.
September 20, 201410 yr Author Neither of those work, when I make a new TNT, I can't change it's size, and there is no World.getCurrentWorldTime method.
September 20, 201410 yr Sorry, my bad. World#getTotalWorldTime or World#getWorldTime. BEFORE ASKING FOR HELP READ THE EAQ! I'll help if I can. Apologies if I do something obviously stupid. If you don't know basic Java yet, go and follow these tutorials.
September 21, 201410 yr Here is an example of subclassing and overriding TNT blast sizes: public class EntityBigTNTPrimed extends EntityTNTPrimed { public EntityBigTNTPrimed(World w, double x, double y, double z, EntityLivingBase placer) { super(w, x, y, z, placer); // alter 'fuse' here if different delay is wanted } @Override public void onUpdate() { this.prevPosX = this.posX; this.prevPosY = this.posY; this.prevPosZ = this.posZ; this.motionY -= 0.03999999910593033D; this.moveEntity(this.motionX, this.motionY, this.motionZ); this.motionX *= 0.9800000190734863D; this.motionY *= 0.9800000190734863D; this.motionZ *= 0.9800000190734863D; if (this.onGround) { this.motionX *= 0.699999988079071D; this.motionZ *= 0.699999988079071D; this.motionY *= -0.5D; } if (this.fuse-- <= 0) { this.setDead(); if (!this.worldObj.isRemote) { this.majorlyExplode(size); } } else { this.worldObj.spawnParticle("smoke", this.posX, this.posY + 0.5D, this.posZ, 0.0D, 0.0D, 0.0D); } } private void majorlyExplode() { float f = YOUR_BLAST_RADIUS; // this is a float normally 4.0f this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, f, true); } } CAVEAT: It has not been syntax checked or tested. Use at your own risk. -S- (if I helped, please click Thank and applaud) http://6upnqa.dm2301.livefilestore.com/y2mtf-vG7Tqq1TiiVpIm53KWj7294NDPoHfSHHb4PzZiMAUfRCfK0UY0MwOu7Q3zTBNVTKqWjr2-xgBfFRpQT5p-QivtvknPpoABMNUw9br9WuZcBFkjePhnAbW500gVm-P/sequiturian.png[/img]
September 21, 201410 yr Author I tried the subclassing thing, but it didn't work. It just gave me a huge stacktrace which I couldn't find the top of. Also, I tried using a while loop with the World.getCurrentTime thing, but it didn't work either.
September 21, 201410 yr While loops are a huge no-no in minecraft code. Ticks don't pass during the loop so they easily become infinite. And when you say huge stack trace I'm just going to guess you got a StackOverflow from some loop or another. You need to show us the code you used. BEFORE ASKING FOR HELP READ THE EAQ! I'll help if I can. Apologies if I do something obviously stupid. If you don't know basic Java yet, go and follow these tutorials.
September 22, 201410 yr Author I already deleted that code, but how would i use World.getCurrentTime to check if 20 ticks passed without a loop?
September 22, 201410 yr You cache the time, and then compare it for the next twenty ticks. long cachedTime = 0L; boolean shouldRun = true; @SubscribeEvent public void someMethod(TickEvent.WorldTickEvent event) { if(event.side == Side.SERVER && event.phase == TickEvent.Phase.START) { if(shouldRun && event.world.getTotalWorldTime() >= cachedTime + 80) { cachedTime = event.world.getTotalWorldTime(); //DO WHATEVER if(someConditionThatMeansYouWantToStop) { shouldRun = false; } } if(someConditionThatMeansYouWantToStart) { shouldRun = true; } } } Another way to do this, if you want to run something every 4 seconds, instead of just waiting 4 seconds from a given time is using the modulo operator if(world.getTotalWorldTime() % 80 == 0) //runs every 80 ticks (given that the method gets called). BEFORE ASKING FOR HELP READ THE EAQ! I'll help if I can. Apologies if I do something obviously stupid. If you don't know basic Java yet, go and follow these tutorials.
September 22, 201410 yr Show code, and are you registering the event? Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!
September 22, 201410 yr Author I did register the event, but it still didn't do anything. Also, like I said above, I delete my code if it doesn't work.
September 22, 201410 yr What do you mean it doesn't do anything? I use code like that all the time and it works fine. And don't delete code that doesn't work, post it here so that we can help you! We're not just going to give you copy-paste code, that's not how you learn. BEFORE ASKING FOR HELP READ THE EAQ! I'll help if I can. Apologies if I do something obviously stupid. If you don't know basic Java yet, go and follow these tutorials.
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