shucke Posted October 25, 2012 Posted October 25, 2012 Title says it all. how can i detect if there is an entity in front of a my custom Block? Quote http://www.minecraftforum.net/topic/1937703-162smpforge-pet-mastery-hatch-level-battle/
shadowmage4513 Posted October 25, 2012 Posted October 25, 2012 Either a: use the onRandomTick (sp?) method in the block, take the passed in corrdinates, and pull an entity list from the world for an AABB near the block. or b: use a tile entity for the block, and do the same thing from an update tick from the tile entity. brief questions get brief answers. Quote
shucke Posted October 26, 2012 Author Posted October 26, 2012 I'm sorry if i was a little brief in my first post but i didn't know how to explain it any further. now what i want to do is send of a redstone signal if a entity is in front of the block. just like tripwire but you dont have to layout a line of tripwire. i hope this was a little less brief in your opinnion but i dont know how to explain it any further. and can you explain a little bit more about the AABB function to detect entity's? i already found this function in the pressure plate class: public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity){ } bu i dont know how to extend the collision box of the block. Quote http://www.minecraftforum.net/topic/1937703-162smpforge-pet-mastery-hatch-level-battle/
Feanorith Posted October 26, 2012 Posted October 26, 2012 Haven't used this code in a a few MC versions, but you want to overwrite you're block's getCollisionBoundingBoxFromPool method like so: /** * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been * cleared to be reused) */ @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int x, int y, int z) { return AxisAlignedBB.getAABBPool().addOrModifyAABBInPool(minX, minY, minZ, maxX, maxY, maxZ)); } With minX, minY, minZ, maxX, maxY, maxZ defining the area you want the collision hitbox to be. (A standard block would have 0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F I think, and a BlockCactus's collision BB would be slightly bigger than a standard block.) Then override the onEntityCollided method, and put a log statement in there to test if your bounding box is right, like so: /** * Triggered whenever an entity collides with this block (enters into the block). Args: world, x, y, z, entity */ public void onEntityCollidedWithBlock(World world, int x, int y, int z, Entity entity) { System.out.println("Collision detected!"); } Quote
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