Posted September 14, 201510 yr Hi, I created a rocket (Throwabel) with custom renderer and everthing works fine. But the rendered rocket stays where it is spawned. The server side rocket actually moves and explodes on impact but the client side doesn't. I used to debugger to check and for some reason the fields motionX,motionY,.motionZ are not set on the client side. Therefore it doesn't move. Any idea what I'm doing wrong. Register Entity and Renderer: int entityID = EntityRegistry.findGlobalUniqueEntityId(); EntityRegistry.registerModEntity(NodRocket.class, Reference.MODID+".NodRocket", entityID, mod , 64, 20, false); RenderingRegistry.registerEntityRenderingHandler(NodRocket.class, new NodRocketRenderer(Minecraft.getMinecraft().getRenderManager())); Spawning the rocket: if(aimed){ if(!this.worldObj.isRemote){ NodRocket projectile = new NodRocket(this.getWorld(), false, target); //EntitySnowball projectile = new EntitySnowball(this.worldObj); projectile.setPosition(sourceVec.xCoord,sourceVec.yCoord,sourceVec.zCoord); Vec3 d0 = targetVec.subtract(sourceVec); projectile.setThrowableHeading(d0.xCoord,d0.yCoord,d0.zCoord,0.6f,0.00f); this.worldObj.spawnEntityInWorld(projectile); } } The Rocket class itself public class NodRocket extends EntityThrowable { private boolean isHoming; private Entity target; public boolean hit = false; public float speed = 1.0F; public int arrowShake; private float gravity = 0.00F; private float damage = 6.0f; private double radius = 3.0; public NodRocket(World worldIn) { super(worldIn); this.target = null; isHoming = false; initNodRocket(); } public NodRocket(World worldIn, EntityLivingBase entity) { super(worldIn,entity); this.target = null; isHoming = false; initNodRocket(); } public NodRocket(World worldIn, double par1, double par2, double par3) { super(worldIn,par1,par2,par3); this.target = null; isHoming = false; initNodRocket(); } public NodRocket(World worldIn, boolean isHoming, Entity target) { super(worldIn); this.target = target; this.isHoming = isHoming; initNodRocket(); } private void initNodRocket(){ this.renderDistanceWeight = 10.0D; } @Override public void onEntityUpdate() { super.onEntityUpdate(); if (ticksExisted >= 100) { this.setDead(); } if (!worldObj.isRemote) { if (isHoming && target != null) { double d0 = target.posX - this.posX; double d1 = target.posY + (double) target.getEyeHeight() - this.posY; double d2 = target.posZ - this.posZ; this.setThrowableHeading(d0, d1, d2, speed, 0.0F); speed = speed + 0.06F; } else if (isHoming && target == null) { this.setDead(); } } } @Override protected void onImpact(MovingObjectPosition movingobjectposition) { if (this.ticksExisted <= 5) { return; } if (movingobjectposition.typeOfHit == MovingObjectPosition.MovingObjectType.BLOCK) { Block hitBlock = worldObj.getBlockState(movingobjectposition.getBlockPos()).getBlock(); if (hitBlock != null && !hitBlock.getMaterial().isSolid() || worldObj.isAirBlock(movingobjectposition.getBlockPos())) { // Go through non solid block return; } } if (!worldObj.isRemote) { worldObj.createExplosion(null, posX, posY, posZ, 0.1F, true); AxisAlignedBB bb = AxisAlignedBB.fromBounds(this.posX, this.posY,this.posZ, this.posX + 1, this.posY + 1, this.posZ + 1); AxisAlignedBB axis = bb.expand(radius, radius, radius); List<EntityMob> targets = worldObj.getEntitiesWithinAABB(EntityMob.class, axis); for (EntityMob mob : targets) { mob.attackEntityFrom(new DamageSource("rocket"), damage); mob.hurtResistantTime = 0; } } this.setDead(); } @Override protected float getGravityVelocity() { return this.gravity; } @Override public void onUpdate() { super.onUpdate(); System.out.println("Motion: " + this.motionX + "," + this.motionY + "," + this.motionZ + "."); } } It doesn't work, I don't know why. It works, I don't know why.
September 14, 201510 yr - Do not use findGlobalUniqueEntityId. - You have set "sendsVelocityUpdates" to false, which would explain your problem. - Why do you have "updateFrequency" set to 20? Thats a bit high. Why findGlobalUniqueEntityId sould not be used? Thanks.
September 15, 201510 yr Only use 20 for the update frequency if your entity extends EntityArrow (otherwise you may end up with weird behavior) - all other vanilla projectiles use 10, including things like fireballs. http://i.imgur.com/NdrFdld.png[/img]
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