Charanor Posted April 2, 2016 Posted April 2, 2016 Hey! I can't seem to find any information about this, so I thought I might as well ask here. In previous versions you used to do "setBlockBounds()" but it seems like this method has been removed. I've tried overriding the methods "getCollisionBoundingBox(), getBoundingBox(), getSelectedBoundingBox()" but it doesn't seem to work. If I override "getBoundingBox()" the block looses ALL collision, you can't even remove it, if I change "getSelectedBoundingBox()" nothing special happens, and if I change "getCollisionBoundingBox()" I just change where I can "select" the block with the cursor. Now, everywhere I read I see people using the "addCollisionBoxToList()" method, but they also use "setBlockBounds()" in conjunction with it, so I'm out of luck. Basically my question is: How do I change a block's collision box in 1.9? Quote
Swingdude Posted April 2, 2016 Posted April 2, 2016 Look at how the cauldron does it. Essentially, getBoundingBox() refers to what you can get in your outline. Think of stairs. You can point your crosshair above the stair and still get the black outline. The bounding box is FULL_BLOCK_AABB (use that) To have custom hitboxes (what you collide with), addCollisionBoxToList should be useful. Just override it and put in your custom hitboxes. They use local coordinates, so 0,0,0 is a corner and 1,1,1 is the opposite. Quote
Charanor Posted April 2, 2016 Author Posted April 2, 2016 I've done this in my addCollisionBoxToList() method: AxisAlignedBB aabb = new AxisAlignedBB(x1, y1, z1, x2, y2, z2); addCollisionBoxToList(pos, p_185477_4_, p_185477_5_, aabb); super.addCollisionBoxToList(state, worldIn, pos, p_185477_4_, p_185477_5_, p_185477_6_); But it's not working. It is still one block high. And if I don't call the super method it just has no bounding box at all. I've printed the positions to make sure that they are in the correct positions in the world. What else am I supposed to do? Never mind, got it working! I was prematurely adding the position to my aabb's coordinates, which messed up the positioning. Quote
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