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[SOLVED][1.7.10]Projectile doesn't register hitting entities


blfngl

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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);
}
}

 

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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.

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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.

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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 :P

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");
}
}

 

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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.

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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.

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