Posted June 28, 201510 yr I'm trying to make a staff shoot a constant beam of fire as long as they hold right click.
June 28, 201510 yr Author Yes, it would be cool but i don't quite know how to make a beam, could you or anyone else help me with this issue?
June 28, 201510 yr Author 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
June 28, 201510 yr Author I'm looking in the Guardian class and i'm not seeing the beam. ill put the code for the guardian. http://pastebin.com/57jK7Pdw
June 28, 201510 yr Author 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?
June 28, 201510 yr If I had to guess, I'd say its in net.minecraft.client.renderer Just look at how vanilla does it, and implement it the same way in your mod
July 1, 201510 yr Author So I've been trying to do it but it's not rendering the beam and its not setting things on fire here's the 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
July 1, 201510 yr first of all. in your flame staff you are also spawning entites on client side. DONT DO THAT. the server spawns and tells the client that sth has spawned
July 1, 201510 yr Author 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
July 2, 201510 yr 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!
July 2, 201510 yr Author 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.
July 2, 201510 yr 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]
July 2, 201510 yr Author Thank you it's rendering now but its rendering in short bursts not a constant beam Edit: ps i took the doRenderFlames part from the renderArrow in the RenderArrow class Render Class: http://pastebin.com/sa0BqA5q
July 3, 201510 yr 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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