Posted February 7, 201510 yr Hi, I'm working in 1.8. I have successfully made several projectile weapons, all of which used bullets. Now I'm working on throwing knives, and want my projectile rotated like an arrow, so that it starts (and continues) facing away from the player, instead of being parallel to the camera angle. How do I accomplish this? I'm not sure what code is relevant yet, if any, so sorry if I'm spraying irrelevant code all over the place. Here's my renderer: public void doRender(Entity entity, double x, double y, double z, float p_76986_8_, float partialTicks) { GlStateManager.pushMatrix(); GlStateManager.translate((float)x, (float)y, (float)z); GlStateManager.enableRescaleNormal(); GlStateManager.scale(0.5F, 0.5F, 0.5F); //I tried changing this a couple different ways, but nothing happened. It's //possible that if this is the method I'm looking for, I just don't know how //use it. GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); this.bindTexture(modelResourceLocation); this.renderitem.renderItemModel(this.convertEntitytoStack(entity)); GlStateManager.disableRescaleNormal(); GlStateManager.popMatrix(); super.doRender(entity, x, y, z, p_76986_8_, partialTicks); } And here's the constructor for the entity. public class EntityThrowingKnife extends EntityThrowable { public static final float speed = 1; public static final float inacurracy = .35f; public EntityThrowingKnife(World world) { super(world); this.motionX += calcinaccuracy(); this.motionY += calcinaccuracy(); this.motionZ += calcinaccuracy(); this.motionX *= speed; this.motionY *= speed; this.motionZ *= speed; } public EntityThrowingKnife(World world, EntityLivingBase par2EntityLivingBase) { super(world, par2EntityLivingBase); this.motionX += calcinaccuracy(); this.motionY += calcinaccuracy(); this.motionZ += calcinaccuracy(); this.motionX *= speed; this.motionY *= speed; this.motionZ *= speed; } public float calcinaccuracy() { return (rand.nextFloat() * inacurracy) - (.5f * inacurracy); } //..... Thanks!
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