Posted March 24, 20169 yr Hey everyone, I am triing to create my own fireball. The problem is that it is only rendering when it is not moving and i have no idea why RenderFactory public class RenderCustomFireballFactory implements IRenderFactory<EntityCustomFireball> { @Override public Render<? super EntityCustomFireball> createRenderFor(RenderManager manager) { return new RenderFireball(manager, 1); } } EntityClass public class EntityCustomFireball extends EntityFireball { public EntityCustomFireball(World worldIn) { super(worldIn); } public EntityCustomFireball(World worldIn, EntityPlayer shooter) { super(worldIn); this.shootingEntity = shooter; setPositionAndRotation(shooter.posX, shooter.posY, shooter.posZ, shooter.rotationYaw, shooter.rotationPitch); Vec3d look = shooter.getLookVec(); accelerationX = look.xCoord/8; accelerationY = look.yCoord/8; accelerationZ = look.zCoord/8; } @Override protected void entityInit() {} @Override protected void onImpact(RayTraceResult movingObject) { if(movingObject.entityHit!=null) { if(movingObject.entityHit!=shootingEntity) { System.out.println(movingObject.entityHit); setDead(); worldObj.createExplosion(shootingEntity, posX, posY, posZ, 2, true); } } else { setDead(); worldObj.createExplosion(shootingEntity, posX, posY, posZ, 2, true); } } }
March 28, 20169 yr Author bump. so its always only the first fireball that is rendering after joining the world, the others are not.. any ideas?
March 29, 20169 yr Look at the Minecraft fireball and how that renders, that should give you an good idea of how to render your fireball. Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.
March 29, 20169 yr return new RenderFireball(manager, 1); You probably want something like this instead: private static int fbCount = 0; return new RenderFireball(manager, fbCount++); or to pass in the value to use because each renderer you register needs to have a unique value. Current Project: Armerger Planned mods: Light Drafter | Ore Swords Looking for help getting a mod off the ground? Coding | Textures
March 30, 20169 yr return new RenderFireball(manager, 1); You probably want something like this instead: private static int fbCount = 0; return new RenderFireball(manager, fbCount++); or to pass in the value to use because each renderer you register needs to have a unique value. The second argument of the RenderFireball constructor is the scale to render the fireball at, it's not a unique identifier of any kind. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
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