Jump to content

[1.9] Entity only first spawned entity visible


BusyBeever

Recommended Posts

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);
	}

}

}

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

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



×
×
  • Create New...

Important Information

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