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Posted

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);
	}

}

}

  • Author

bump.

 

so its always only the first fireball that is rendering after joining the world, the others are not.. any ideas?

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.

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

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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