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Posted

I realize no one is going to spoon feed me the code, all i know is i need to make a custom entity but other than that i have no clue and no class has a beam

Posted

All i'm seeing in that class is the texture location and the "this.bindTexture(field_177117_k);" i'm kind of confused where the actual beam comes into play, wouldn't that be in the entity class where the guardian shoots the beam at the player?

Posted

is it because of this

 

if (!par2World.isRemote)

{

            par2World.spawnEntityInWorld(new EntityFlames(par2World, 0.0, 0.0, 0.0));

}

 

should i get rid of the if statement

Posted

Well, now that you've spawned the entity, you need to tell it what to look like (how to render). So, you need to make a class which extends Render, and bind it to your entity with:

 

RenderingRegistry.registerEntityRenderingHandler(EntityFlame.class, new RenderEntityFlame());

 

Hope this helps!

- Romejanic

Romejanic

 

Creator of Witch Hats, Explosive Chickens and Battlefield!

Posted

I already did that, if you look above i listed all of my classes.

 

Flame Staff: http://pastebin.com/JjNSnmwr

 

EntityFlames: http://pastebin.com/y0z8LHUa (I extended the entity by EntityArrow, don't know if thats wrong)

 

RenderFlames: http://pastebin.com/rqtENPX7

 

MainClass: http://pastebin.com/54QiyPEe

 

ClientProxy: http://pastebin.com/qY8FzLPx

 

I already made the Render class and i already have the registry in the client proxy. But it still wont render the beam.

Posted

Hi

Spawn the entity at the player (make sure your entity's construcor has world and player parameters).

par2World.spawnEntityInWorld(new YOURENTITY(par2World, par3EntityPlayer));

EDIT: Use this and extend EntityThrowable (unless you specifically want an arrow type projectile):

public YOURENTITY(World par1World, EntityLivingBase par2EntityLivingBase)
{
    super(par1World, par2EntityLivingBase);
}

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

Posted

You can solve the burst issue one of two ways. The first is to extend the range of the beam so that they match up when fired. The second way is to stop rendering the beam with the entity and render it based on position.

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