Jump to content

[1.7.10] How to make an item shoot a beam?


shmcrae

Recommended Posts

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?

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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!

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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]

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • When I try to install the forge installer it comes with several files instead of just one in executable java format
    • 0 I have recently started with Java and the implementation of Minecraft mods. I am currently working on a mod for 1.20.4-49.0.31 I'm trying to get the content of each slot in the console to be displayed when the inventory is opened, which works. In addition, I wanted to do the same with chests (in this case containers). However, I get in the output that there is Air at every slot of the chest, even if the chest is filled. Does anyone have experience with similar problems and could help me? package net.kaan.sortingmod; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.screens.Screen; import net.minecraft.client.gui.screens.inventory.AbstractContainerScreen; import net.minecraft.client.gui.screens.inventory.InventoryScreen; import net.minecraft.client.gui.screens.inventory.ContainerScreen; import net.minecraft.client.gui.screens.inventory.FurnaceScreen; import net.minecraft.world.entity.player.Player; import net.minecraft.world.inventory.AbstractContainerMenu; import net.minecraft.world.inventory.InventoryMenu; import net.minecraft.world.item.ItemStack; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.client.event.ScreenEvent; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; @Mod(SortingMod.MODID) public class SortingMod { public static final String MODID = "sortingmod"; public SortingMod() { // Register the client setup method FMLJavaModLoadingContext.get().getModEventBus().addListener(this::doClientStuff); // Register this class for Forge events MinecraftForge.EVENT_BUS.register(this); } private void doClientStuff(final FMLClientSetupEvent event) { // Any client-side setup can be done here } @SubscribeEvent public void onScreenOpen(ScreenEvent.Opening event) { Screen screen = event.getScreen(); if (screen instanceof InventoryScreen) { System.out.println("Player opened their inventory."); assert Minecraft.getInstance().player != null; printInventoryItems(Minecraft.getInstance().player); } else if (screen instanceof ContainerScreen) { System.out.println("Player opened a chest."); printContainerItems((ContainerScreen) screen); } } private void printInventoryItems(Player player) { AbstractContainerMenu menu = player.inventoryMenu; for (int i = 0; i < menu.slots.size(); i++) { ItemStack stack = menu.getSlot(i).getItem(); if (!stack.isEmpty()) { System.out.println("Slot " + i + ": " + stack.getCount() + "x " + stack.getHoverName().getString()); } } } private void printContainerItems(ContainerScreen screen) { AbstractContainerMenu menu = screen.getMenu(); System.out.println(menu.slots.size()); for (int i = 0; i < menu.slots.size(); i++) { ItemStack stack = menu.getSlot(i).getItem(); System.out.println("Slot " + i + ": " + stack.getCount() + "x " + stack.getHoverName().getString()); } } }  
    • I am wanting to add an axe to my mod though I do not want it to have a recipe, the reason for this being that I want you to only be able to find it in a structure. I have looked on both here and elsewhere on the internet and have found nothing... How would this be done?    (Video for reference.)    
    • file log:file:///C:/Users/natal/AppData/Roaming/.minecraft/logs/latest.log   Aternos log: https://mclo.gs/kzPaflO
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.