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[1.7.10] Making a block that you can walk through.


Noodly_Doodly
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Hi

 

Those methods you mentioned are for rendering only, not collision.

 

Try this method from BlockTorch (you can't collide with a torch!)

    /**
     * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
     * cleared to be reused)
     */
@Override
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int wx, int wy, int wz)
    {
        return null;
    }

-TGG

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package com.noodles.MPMod;

 

import java.util.Random;

 

import net.minecraft.block.Block;

import net.minecraft.block.material.Material;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.init.Blocks;

import net.minecraft.item.Item;

import net.minecraft.server.MinecraftServer;

import net.minecraft.util.AxisAlignedBB;

import net.minecraft.world.IBlockAccess;

import net.minecraft.world.World;

 

public class BlockBase extends Block

{

    private static final String __OBFID = "CL_00000317";

    public static int render;

    public static int rid = 2;

    public static boolean opaque;

 

    public BlockBase(int render, boolean opaque)

    {

        super(Material.wood);

        this.render = render;

        this.opaque = opaque;

    }

 

    public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_)

    {

        return Item.getItemFromBlock(this);

    }

   

    public void setRender() {

rid = render;

}

   

    public int getRenderType()

    {

        return rid;

    }

   

    public boolean isOpaqueCube()

    {

        return opaque;

    }

 

}

 

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1. This is a slightly older class that I accidentally uploaded

2. This is a slightly older class that I accidentally uploaded

3. This is a slightly older class that I accidentally uploaded

4. It is supposed to set the render type (which is does perfectly)

5. This is a slightly older class that I accidentally uploaded

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BTW, even with the newer class:

 

==================

 

package com.noodles.MPMod;

 

import java.util.Random;

 

import net.minecraft.block.Block;

import net.minecraft.block.material.Material;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.init.Blocks;

import net.minecraft.item.Item;

import net.minecraft.server.MinecraftServer;

import net.minecraft.util.AxisAlignedBB;

import net.minecraft.world.IBlockAccess;

import net.minecraft.world.World;

 

public class BlockBase extends Block

{

    public int render;

    public int rid = 2;

    public boolean opaque;

 

    public BlockBase(int render, boolean opaque)

    {

        super(Material.wood);

        this.render = render;

        this.opaque = opaque;

    }

 

    public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_)

    {

        return Item.getItemFromBlock(this);

    }

   

    public void setRender() {

rid = render;

}

   

    @Override

    public int getRenderType()

    {

        return rid;

    }

   

    @Override

    public boolean isOpaqueCube()

    {

        return opaque;

    }

   

    @Override

    public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int wx, int wy, int wz)

    {

        return null;

    }

 

}

====================

 

It is still not letting me pass through the block and instead making me bounce off!

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Yes, it matters, because this shows that you have no idea wtf you are doing.

If you really have that getCollisionBoundingBoxFromPool in your class you will be able to walk though it. If that's not the case, you are doing something wrong.

 

The setRender method has absolutely nothing to do with my question!!! My question SPECIFICALLY SAID: How to make a block that you can walk through!!!

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The setRender method has absolutely nothing to do with my question!!! My question SPECIFICALLY SAID: How to make a block that you can walk through!!!

 

When he is saying that, it does not matter if It pertains to the question at hand or not. He is basically just saying that its not needed, or that for good practice it should be done another way. One major thing about programming is to be efficient, organized, and being very anal about what is going on in the code. I'm not saying I'm a perfect at it or anything, but I would love for people to point stuff out like that. It helps in the long run, looks better, and may even run better. It's not like hes targeting you or anything, some things may be harsh and pretty straight forward, but it's part of how this kind of stuff goes. I been yelled at him multiple times when I was starting. I just took his advice and kept on.

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  • 2 months later...

Just in case you were still trying to get this to work... Add this to your code:

@Override
public boolean renderAsNormalBlock()
{
return ConfigurationHelper.markerBlockCollide;
}

 

... What. -facepalms-

BEFORE ASKING FOR HELP READ THE EAQ!

 

I'll help if I can. Apologies if I do something obviously stupid. :D

 

If you don't know basic Java yet, go and follow these tutorials.

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Just in case you were still trying to get this to work... Add this to your code:

@Override
public boolean renderAsNormalBlock()
{
return ConfigurationHelper.markerBlockCollide;
}

Given that that is the first post on your account im just going to assume that you are trolling. If not go learn how minecraft works.

 

As for the topic of this post overriding getCollisionBoundingBoxFromPool and returning null should work i have done it in the past and it worked perfectly. Just to make sure i wrote the following to test it.

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.world.World;

/**
* Created by Brandon on 7/01/2015.
*/
public class TestBlock extends Block {
protected TestBlock() {
	super(Material.wood);
	this.setBlockName("testblock");
	this.setCreativeTab(CreativeTabs.tabBlock);
}

@Override
public AxisAlignedBB getCollisionBoundingBoxFromPool(World p_149668_1_, int p_149668_2_, int p_149668_3_, int p_149668_4_) {
	return null;
}
}

That worked just fine for me so if it dosnt work for you there is something else going on.

 

But given how old this thread is im guessing no one cares anymore because this has long since been solved or abandoned.

 

Edit: So i figured out that the problem is when you stack two of them and try to walk through them. To fix it override renderAsNormalBlock and return false.

 

So maby Sbeagin's post wasnt as trolly as i thought but still not a great explanation.

I am the author of Draconic Evolution

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Like you said, this is kinda an old topic.  But because you brought it up again, I'm interested in this.

 

Why wouldn't the collision bounding box override be sufficient even with stacked blocks?  I assumed that when Minecraft is looking for collisions it would invoke the message for all blocks that might possibly collide.  So what is explanation for why render as normal block would affect this?  Are blocks that are at different height checked differently for collisions?

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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Did a little digging and solved the mystery.

 

This is the code in EntityLivingBase that applies suffocation damage

if (this.isEntityAlive() && this.isEntityInsideOpaqueBlock())
{
      this.attackEntityFrom(DamageSource.inWall, 1.0F);
}

And the code that checks if the entity is inside an opaque block inside Entity

public boolean isEntityInsideOpaqueBlock()
{
    for (int i = 0; i < 8; ++i)
    {
        float f = ((float)((i >> 0) % 2) - 0.5F) * this.width * 0.8F;
        float f1 = ((float)((i >> 1) % 2) - 0.5F) * 0.1F;
        float f2 = ((float)((i >> 2) % 2) - 0.5F) * this.width * 0.8F;
        int j = MathHelper.floor_double(this.posX + (double)f);
        int k = MathHelper.floor_double(this.posY + (double)this.getEyeHeight() + (double)f1);
        int l = MathHelper.floor_double(this.posZ + (double)f2);

        if (this.worldObj.getBlock(j, k, l).isNormalCube())
        {
            return true;
        }
    }

    return false;
}

And finally isNormalCube inside Block

public boolean isNormalCube()
{
    return this.blockMaterial.isOpaque() && this.renderAsNormalBlock() && !this.canProvidePower();
}

 

And that is how renderAsNormalBlock affects suffocation damage.

I am the author of Draconic Evolution

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