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Posted

I have a custom rendered tile entity block. I setted the block bounds for it:

 

this.setBlockBounds(-0.5F, 0.0F, -0.5F, 1.5F, 3F, 1.5F);

 

I also gave it a collision and selection bound:

 

@Override
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int x, int y, int z)
    {
    	return AxisAlignedBB.getBoundingBoxFromPool((double)x-0.5, (double)y, (double)z-0.5, (double)x+1.5, (double)y+3, (double)z+1.5);
    } 
    
    @Override
    public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int x, int y, int z)
{
        return this.getCollisionBoundingBoxFromPool(par1World, x, y, z);
}

 

My tile entity is three blocks tall. There are two problems. First is that you can walk right through the block even if the collision bounds are set. The second problem is that when your mouse hovers over the top part of the block, it doesn't show the selection bound. Why is this? I already set all the bounds and it does not seem to work. I can see the selection bound being correct, but it only shows the selection bound when I hover my mouse over the actual block, not when I hover the mouse above the block (since the tile entity is 3 blocks tall).

Posted

3 blocks tall what are you working on today :). but anyways i've had issues with this when i started working on my addon and i'm not sure how to correct it other than custom models or Entities. What you could do is have 3 separate blocks that appear when you place the first one. Similar to how a bed works when placed, its actual formed from two different blocks.

Posted

door are two blocks as well they just move with each other and act as one thing. I know this because i have cheated in the bottom half of the door to make short doors. also good too see your changing your missile launcher too not be one block. In real life they would be 8 - 10 stores tall and buried under ground. Maybe you should think of animating the missile to appear above your block instead of just being in a slot. Would look really cool :)

Posted

Right. In that case I would need to have multiple blocks placed when that three high block is placed on the ground? I looked at the door code and I am not very sure how they did it. Basically use world.setBlockWithNotify once the block is placed to occupy blocks above it?

 

And also what is that "hack" you use in your mod to get it to work?

Posted

I might suggest to do something that I do.

 

I have a TE block, does not tick, holds coordinates of its 'controlling' block.  It passes all events to the controlling block (interface).  It is invisible, and all bounds checks and so forth are passed to the parent.  It is a very useful little block.

Posted

There is a function in TileEntity called canUpdate, set that to false.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
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