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Posted

So I need to get my ThrowableEntity to splash like a swiftness potion on the ground. I've used this

this.worldObj.playAuxSFX(2002, (int)Math.round(this.posX), (int)Math.round(this.posY), (int)Math.round(this.posZ),  16450);

It only gets the color, because I set up the color. But, I'd like it to show the texture of the item I throw, instead of the default Empty Splash Potion texture and possibly have a different sound such as glass breaking instead of potion breaking.

Posted

Umm, that block of code plays a sound effect. That doesn't define any textures. Textures would be defined in the Renderer for your entity. Look at how snowballs render to see how that works. As for custom sounds, look up how to use custom sounds in your mod. Then on the onImpact method of your EntityThrowable play that sound.

Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

Posted

Oh ok I looked into the code for playAuxSFX and it will actually spawn those particles along with playing the sound. Just look at how it spawns the potion effect particles in RenderGlobal to see how to spawn them yourself.

Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

Posted
  On 4/5/2016 at 9:49 PM, DanielDawn said:

That's what I thought at first too, but when I remove that line of code, no splash appears.

 

I added this in my throwable entity code #onImpact and it makes the splash and breaking bottle sound

 

        for (int i = 0; i < 8; ++i)

        {

            this.worldObj.spawnParticle(Reference.MOD_ID + "yoursSound", this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D);

  this.worldObj.playAuxSFX(2002, (int)Math.round(this.posX), (int)Math.round(this.posY), (int)Math.round(this.posZ), 0);

 

        }

 

 

also you could try:      player.playSoundAtEntity(p_77615_3_, "yourmod:yourSound", 1.0F, 2.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);

 

Posted
  On 4/5/2016 at 11:19 PM, Glistre said:

  Quote

That's what I thought at first too, but when I remove that line of code, no splash appears.

 

I added this in my throwable entity code #onImpact and it makes the splash and breaking bottle sound

 

        for (int i = 0; i < 8; ++i)

        {

            this.worldObj.spawnParticle(Reference.MOD_ID + "yoursSound", this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D);

  this.worldObj.playAuxSFX(2002, (int)Math.round(this.posX), (int)Math.round(this.posY), (int)Math.round(this.posZ), 0);

 

        }

 

 

also you could try:      player.playSoundAtEntity(p_77615_3_, "yourmod:yourSound", 1.0F, 2.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);

 

 

You see, you don't need any of that other stuff, passing 2002 as the first param in playAuxSFX will make it play the sound and spawn particles for potions. If you want to customize the particles and the sound, you will have to spawn particles and use playSoundAtEntity in your onImpact method.

Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

Posted

Um, my main concern is that splash potion breaking effect, I want to change that into my texture, I already have my own render for when it's thrown btw. But, will try this stuff that you people mentioned.

Posted

There are particles that will show parts of your item, take the particles that spawn when you eat food, or when eggs break. If you want that, you should just look at how those examples do it. If you want the entire item to show for every particle, you might have to make a custom particle.

Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

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