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Posted

The title says it all. I want my item to spawn particles when its being used, why doesn't this work?

	public void onPlayerStoppedUsing(ItemStack stack, World world, EntityPlayer player, int p_77615_4_)
{
    int j = this.getMaxItemUseDuration(stack) - p_77615_4_;

    ArrowLooseEvent event = new ArrowLooseEvent(player, stack, j);
    MinecraftForge.EVENT_BUS.post(event);
    if (event.isCanceled())
    {
        return;
    }
    j = event.charge;

		if(!player.capabilities.isCreativeMode){
	   
	     world.spawnParticle("lava", player.posX - 0.2, player.posY - 5, player.posZ - .5, 0f, 0f, 0f);
	     world.spawnParticle("lava", player.posX - 0.2, player.posY - 5, player.posZ + .5, 0f, 0f, 0f);
	     world.spawnParticle("lava", player.posX + 0.2, player.posY - 5, player.posZ - .5, 0f, 0f, 0f);
	     world.spawnParticle("lava", player.posX + 0.2, player.posY - 5, player.posZ + .5, 0f, 0f, 0f);
	     world.spawnParticle("lava", player.posX, player.posY - 5, player.posZ, 0f, 0f, 0f);
	     world.spawnParticle("lava", player.posX - 0.2, player.posY- 5, player.posZ, 0f, 0f, 0f);
	     world.spawnParticle("lava", player.posX + 0.2, player.posY - 5, player.posZ, 0f, 0f, 0f);
	     world.spawnParticle("lava", player.posX - 0.5, player.posY - 5, player.posZ - .5, 0f, 0f, 0f);
	     world.spawnParticle("lava", player.posX + 0.5, player.posY - 5, player.posZ + .5, 0f, 0f, 0f);
	  
		player.attackEntityFrom(DamageSource.causeIndirectMagicDamage(player, player), 10);
        stack.damageItem(1, player);

 

Thanks in advance.

Im serious don't look at it!!

  • Author

I don't think so.. I have a onUpdate method that constantly spawns the particles, and you can see the results of spawning one of them just fine.

 

Like so:

public void onUpdate(ItemStack stack, World world, Entity entity, int par4, boolean par5){
	super.onUpdate(stack, world, entity, par4, par5);
	{
	EntityPlayer player = (EntityPlayer) entity;
	ItemStack equipped = player.getCurrentEquippedItem();
	if(equipped == stack){
		world.spawnParticle("witchMagic", player.posX - 0.2, player.posY - 2, player.posZ - .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX - 0.2, player.posY - 2, player.posZ + .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX + 0.2, player.posY - 2, player.posZ - .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX + 0.2, player.posY - 2, player.posZ + .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX - 0.2, player.posY - 2, player.posZ - .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX + 0.2, player.posY - 2, player.posZ + .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX - 0.5, player.posY - 2, player.posZ, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX + 0.5, player.posY - 2, player.posZ, 0f, 0f, 0f);

	}
	}
}

and yes I know that I am spawning the particle 5 blocks into the ground, but it doesn't make a difference to not do that plus, the lava particles are huge so it will be very noticeable.

Im serious don't look at it!!

I don't think so.. I have a onUpdate method that constantly spawns the particles, and you can see the results of spawning one of them just fine.

 

Like so:

public void onUpdate(ItemStack stack, World world, Entity entity, int par4, boolean par5){
	super.onUpdate(stack, world, entity, par4, par5);
	{
	EntityPlayer player = (EntityPlayer) entity;
	ItemStack equipped = player.getCurrentEquippedItem();
	if(equipped == stack){
		world.spawnParticle("witchMagic", player.posX - 0.2, player.posY - 2, player.posZ - .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX - 0.2, player.posY - 2, player.posZ + .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX + 0.2, player.posY - 2, player.posZ - .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX + 0.2, player.posY - 2, player.posZ + .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX - 0.2, player.posY - 2, player.posZ - .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX + 0.2, player.posY - 2, player.posZ + .5, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX - 0.5, player.posY - 2, player.posZ, 0f, 0f, 0f);
		world.spawnParticle("witchMagic", player.posX + 0.5, player.posY - 2, player.posZ, 0f, 0f, 0f);

	}
	}
}

and yes I know that I am spawning the particle 5 blocks into the ground, but it doesn't make a difference to not do that plus, the lava particles are huge so it will be very noticeable.

Ok, then put println() there to check if it gets run.

I don't think so.. I have a onUpdate method that constantly spawns the particles, and you can see the results of spawning one of them just fine.

 

Like so:

	if(equipped == stack){
		world.spawnParticle("witchMagic", player.posX - 0.2, player.posY - 2, player.posZ - .5, 0f, 0f, 0f);

and yes I know that I am spawning the particle 5 blocks into the ground, but it doesn't make a difference to not do that plus, the lava particles are huge so it will be very noticeable.

 

I believe you want:

if (equipped.equals(stack){
} 

 

== won't always do what you expect.

Not the issue.

 

== compares objects and in this case it literally checks "is this stack the one I am holding right now" so if it true - onUpdate() will only run form item when held.

 

As to issue - I have no bloddy idea :D

i know one thing tho - when you are spawning particles use world.isRemote (particles are client-side).

1.7.10 is no longer supported by forge, you are on your own.

and yes I know that I am spawning the particle 5 blocks into the ground, but it doesn't make a difference to not do that plus, the lava particles are huge so it will be very noticeable.

Hi

 

Did you try spawning 5 blocks above the ground, just to make sure the spawning works?

Did you try the System.out.println() in your code to verify that the spawning method call is being run (and is being run on the client)?

 

Cheers

TGG

  • Author

you guys don't even.. the only person who has helped me at all is Erino, he actually(well, maybe) read my post. so yeah I have alternative ideas so its no biggy thanks anyway.

Im serious don't look at it!!

Everyone who posted here tried to help you. We are giving you suggestions to try, and you aren't even replying saying if the System.err.println() worked or not, and if it is being run clientside. We are normal people with jobs, and school, etc. We take the time to try and help you, and you dismiss it, and then make another post 5 minutes later asking us to spoon feed you code. So before you come here and tell us that no one tried to help you, read what we have said and do it.

1. You only spawn the particles when the player STOPS using the item, which only happens once, yet you say "I want my item to spawn particles when its being used" - what you ask and what your code says you are trying to do are not the same, so which do you want?

 

2. You are spawning the particles at player.posY - 5, which is 5 blocks BELOW the player... that's usually in the ground. Why are you spawning them there? Move them up, like at player.posY + player.getEyeHeight() or something like that.

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