Posted November 19, 201411 yr So I wrote a simple gun item, but a huge problem with it is that the bullet won't ever register hitting an entity. Hits blocks fine though. Help? Code: package blfngl.fallout.entity.projectile; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.projectile.EntityThrowable; import net.minecraft.util.DamageSource; import net.minecraft.util.MovingObjectPosition; import net.minecraft.world.World; public class EntityBullet extends EntityThrowable { public float damage; public EntityBullet(World world, EntityLivingBase entity, float par1) { super(world, entity); damage = par1; } @Override protected void onImpact(MovingObjectPosition position) { if (position.entityHit instanceof Entity) { EntityLiving entity = (EntityLiving) position.entityHit; //entity.setHealth(entity.getHealth() - damage); position.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), damage); } this.setDead(); } @Override protected float getGravityVelocity() { return 0.0F; } private void setSpeed() { setThrowableHeading(this.motionX, this.motionY, this.motionZ, 4.0F, 1.0F); } }
November 19, 201411 yr Hi > the bullet won't ever register hitting an entity. Hits blocks fine though. Do you mean - the bullet goes right through the block? or it just does no damage? Have you tried placing a breakpoint in onImpact() on the first line and trying to hit an entity with the bullet? -TGG
November 19, 201411 yr First, if you are going to register your item, add a constructor that has only a World parameter. Further, I have a strange thing that is a little bit the same as your problem. In my code, the entity get attacked, but if the hit is an entity, it doesn't make a nice ball. @Override public void onImpact(MovingObjectPosition mop) { EnergyBall.makeBall(worldObj, posX, posY, posZ, 0.5, 1, 10, 5, 5000); if(mop.entityHit instanceof EntityLivingBase){ EntityLivingBase entity = (EntityLivingBase) mop.entityHit; DamageSource source = new EntityDamageSourceIndirect("ice spell", this, getThrower()); entity.attackEntityFrom(source, power); entity.addPotionEffect(new PotionEffect(2, (int) (20 * power), 1)); } setDead(); } I have never understanded it, but your problem is almost the same as mine.
November 20, 201411 yr Author Hi > the bullet won't ever register hitting an entity. Hits blocks fine though. Do you mean - the bullet goes right through the block? or it just does no damage? Have you tried placing a breakpoint in onImpact() on the first line and trying to hit an entity with the bullet? -TGG So I tried your breakpoint idea but it never "stopped" and the onImpact was simply never called, ever, even when it hit the ground. I also added this line of code to test it in-game, but the explosion only occurred on the block behind the entity and the bullet kept traveling through entities. this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, 1.0F, true); I've also tried changing the instanceof to different classes, such as Entity, EntityLiving, EntityLivingBase, etc, but none seem to work. Pretty stumped with this one.
November 20, 201411 yr Did you register your projectile using EntityRegistry#registerModEntity ? Are you spawning the entity on the server? Your Entity should have a constructor with a single World argument as well: public YourEntity(World world { super(world); } http://i.imgur.com/NdrFdld.png[/img]
November 20, 201411 yr Author Did you register your projectile using EntityRegistry#registerModEntity ? Are you spawning the entity on the server? Your Entity should have a constructor with a single World argument as well: public YourEntity(World world { super(world); } I had forgotten to register the entity However, before I did this the entity would show up as a cube but now it just doesn't render at all. I put the code here, in my client proxy: package blfngl.fallout.proxy; import net.minecraft.client.renderer.entity.RenderSnowball; import blfngl.fallout.Fallout; import blfngl.fallout.entity.projectile.EntityBullet; import cpw.mods.fml.client.registry.RenderingRegistry; import cpw.mods.fml.common.registry.EntityRegistry; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class ClientProxy extends CommonProxy { @Override @SideOnly(Side.CLIENT) public void initRender() { EntityRegistry.registerModEntity(EntityBullet.class, "Bullet", 0, Fallout.instance, 80, 1, true); RenderingRegistry.registerEntityRenderingHandler(EntityBullet.class, new RenderSnowball(Fallout.emptySyringe)); LanguageRegistry.instance().addStringLocalization("entity.bullet.fallout.name", "fallout"); } }
November 20, 201411 yr You are registering your entity on the client side, that is not good. Only rendering goes on client side, the other part should be server side.
November 21, 201411 yr Author You are registering your entity on the client side, that is not good. Only rendering goes on client side, the other part should be server side. I moved the registration to main init method but it didn't change anything. Could it be my spawn code, as in I'm spawning it but not where I want it? This is called when you right click: world.spawnEntityInWorld(new EntityBullet(world, damage)); And this is the object code: package blfngl.fallout.entity.projectile; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.projectile.EntityThrowable; import net.minecraft.util.DamageSource; import net.minecraft.util.MovingObjectPosition; import net.minecraft.world.World; public class EntityBullet extends EntityThrowable { public float damage; public EntityBullet(World world, float par1) { super(world); damage = par1; setSpeed(); } @Override protected void onImpact(MovingObjectPosition position) { if (position.entityHit instanceof EntityLivingBase) { EntityLivingBase entity = (EntityLivingBase) position.entityHit; //entity.setHealth(entity.getHealth() - damage); position.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), damage); } this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, 1.0F, true); this.setDead(); } @Override protected float getGravityVelocity() { return 0.0F; } private void setSpeed() { setThrowableHeading(this.motionX, this.motionY, this.motionZ, 4.0F, 1.0F); } } Once again, the problem is the entity is now no longer visible (used to render as a cube) and does not detect when it hits an entity.
November 22, 201411 yr You must use the constructor (World, EntityLivingBase) or your entity will spawn at 0,0,0
November 22, 201411 yr Author You must use the constructor (World, EntityLivingBase) or your entity will spawn at 0,0,0 Fixed the super so it included that param, *facepalm* However, the bullet still doesn't collide with any entities, but it does render fine and the explosion occurs when it hits the ground.
November 23, 201411 yr Author Try removing your method setSpeed(), this might help. Nope, unfortunately that didn't fix it. However, I did solve the problem by changing the entity to spawn on the server side instead of the client side, thanks for your help
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