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Posted

hey guys the title says it all. Can someone help me with this please i know it's really hard to do them i have tried alot of times and it wont work and i couldtn find any tutorials for this also if someone knows how to make cake like blocks and tameable mobs tell me too please hope you guys read this and can help me and sorry if its the wrong section and sorry to bother you

Posted

do you mean the block or an item? because i have made a gun which is rechargabel (consum gunpowder) . if you mean the Item i give you my sourceCode... If you mean the block. i search about something else but its really hard to create. look at the BlockDispenser.java . i hope it help

a little bit...

Posted

look at the BlockDispenser.java . i hope it help

a little bit...

i personally think to look at the ItemBow.java because a bow is actually just a gun except for the fact that you need to pull the string at a bow and you porbally dont need to do that with a gun :P

 

now what you want to do to make a gun is spawn an bullet entity in the world if the right mouse button is down.

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

in the ItemBow.java i found this code to spawn the Arrow (I stripped most of it):

EntityArrow var8 = new EntityArrow(par2World, par3EntityPlayer, 2.0F);
if (!par2World.isRemote)
            {
                par2World.spawnEntityInWorld(var8);
            }

 

this should spawn arrows when you right click with the item.

 

I hope this helps.

Posted

here is The code of my gun (i made an EntityExplodeArrow for this... you can copy it if you want)

 

 

package net.minecraft.src;

 

import net.minecraft.src.forge.*;

 

public class ItemOldGun extends Item implements ITextureProvider

{

     public ItemOldGun(int par1)

     {

         super(par1);

         this.maxStackSize = 1;

         this.setMaxDamage(5);

     }

 

public String getItemDisplayName(int var1)

{

return "Rifle";

}

 

     /**

     * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount

     */

     public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4)

     {

       if (!ForgeHooks.onArrowLoose(par1ItemStack, par2World, par3EntityPlayer, this.getMaxItemUseDuration(par1ItemStack) - par4))

         {

boolean var5 = par3EntityPlayer.capabilities.isCreativeMode;

 

             if (var5 || par3EntityPlayer.inventory.hasItem(mod_KingdomAge.gunFood.shiftedIndex))

             {

                 int var6 = this.getMaxItemUseDuration(par1ItemStack) - par4;

                 float var7 = (float)var6 / 20.0F;

                 var7 = (var7 * var7 + var7 * 2.0F) / 3.0F;

 

                 if ((double)var7 < 0.1D)

                 {

                     return;

                 }

 

                 if (var7 > 1.0F)

                 {

                     var7 = 1.0F;

                 }

 

               EntityExplosiveArrow var8 = new EntityExplosiveArrow(par2World, par3EntityPlayer, var7 * 2.0F);

 

                       

                 par1ItemStack.damageItem(1, par3EntityPlayer);

                 par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + var7 * 0.5F);

 

                 if (!var5)

                 {

                 par3EntityPlayer.inventory.consumeInventoryItem(mod_KingdomAge.gunFood.shiftedIndex);

                 }

                 else

                 {

                     var8.doesArrowBelongToPlayer = false;

                 }

 

                 if (!par2World.isRemote)

                 {

                     par2World.spawnEntityInWorld(var8);

                 }

             }

         }

     }

 

     public ItemStack onFoodEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)

     {

         return par1ItemStack;

     }

 

     /**

     * How long it takes to use or consume an item

     */

     public int getMaxItemUseDuration(ItemStack par1ItemStack)

     {

         return 1000000;

     }

 

     /**

     * returns the action that specifies what animation to play when the items is being used

     */

     public EnumAction getItemUseAction(ItemStack par1ItemStack)

     {

         return EnumAction.bow;

     }

 

     /**

     * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer

     */

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

     {

         ItemStack var4 = ForgeHooks.onArrowNock(par1ItemStack, par2World, par3EntityPlayer);

 

if(par1ItemStack.getItemDamage() == 0)

         {

 

if(par3EntityPlayer.inventory.hasItem(Item.gunpowder.shiftedIndex))

{

             par1ItemStack.damageItem(5, par3EntityPlayer);

par3EntityPlayer.inventory.consumeInventoryItem(Item.gunpowder.shiftedIndex);

}

else

{

par3EntityPlayer.addChatMessage("You need more Gunpowder");

}

return par1ItemStack;

         }

 

  

 

         if (var4 != null)

         {

             return var4;

         }

         else

         {

             if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(mod_KingdomAge.gunFood.shiftedIndex) && par1ItemStack.getItemDamage() > 0)

             {

                 par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack));

             }

             return par1ItemStack;

         }

     }

 

     /**

     * Return the enchantability factor of the item, most of the time is based on material.

     */

 

   @Override

   public String getTextureFile()

   {

return "/Spmod/KingdomAge/items.png";

   }

}

 

This Code Work i test it...

Posted

ok no problem.. You have to change some things. The item which is an arrow (mod_KingdomAge.gunFood.shiftedIndex In to your own item. The texture File and the Most importent thing The EntityExplodeArrow. I can post the entityexplode arrow if you want it. Or download and modifine it from minecraftModdingMadeEasy (there are some mistakes it i changed allready in my file (only delete Every .setEntityDead()) the only thing i counld test the recharging function ingame (but for that i have my testers). if it does not work tell it please And i try to change it.

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