Posted July 12, 20169 yr Hey, It's me again As the title says, I am making a custom bow. With some help from some users I already made the bow work partially. 2 things don't work: - The bow does not get a zoom (I mean the zoom you get by pulling the normal bow) - When the player collects the arrow, an arrow will be added to the creative inventory Can you help me? Thanks in advance :'( *Hug*
July 12, 20169 yr - The bow does not get a zoom (I mean the zoom you get by pulling the normal bow) You need to handle FOVUpdate and imitate the vanilla bow's FOV modification if the player is currently using your bow. You can see how I do this here. - When the player collects the arrow, an arrow will be added to the creative inventory This is vanilla behaviour. When a player shoots an arrow in creative mode or with a bow that has the Infinity enchantment, the pickup status is set to CREATIVE_ONLY ; i.e. only players in creative mode can pick it up. When a player shoots an arrow normally, the pickup status is set to ALLOWED ; i.e. any player can pick it up. When a mob shoots an arrow, the pickup status is set to DISALLOWED ; i.e. no players can pick it up. If you don't want the arrow to be picked up by anyone, set its pickup status to DISALLOWED . 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.
July 13, 20169 yr Author This is vanilla behaviour. - I know but the arrow gets collected by the player and gets actually added to the inventory... [Example: You got an empty slot in your hotbar. When you collect an arrow from the ground which got shot with my custom bow, you will habe an arrow in your horbar] With the normal bow you shot, collect the arrow and it won't be added to the inventory. [Example: The collected arrow won't be in your hotbar] *Hug*
July 13, 20169 yr In EntityArrow#onCollideWithPlayer , the item is only added to the player's inventory if the pickup status is ALLOWED . 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.
July 13, 20169 yr Author But the pickup-status is PickupStatus#CREATIVE_ONLY @Override public void onPlayerStoppedUsing ( ItemStack stack , World world , EntityLivingBase entity , int charge ) { if ( entity instanceof EntityPlayer ) { EntityPlayer player = ( EntityPlayer ) entity; boolean ammoRequired = this.isAmmoRequired( stack , player ); ItemStack ammo = this.getAmmo( player ); int duration = this.getMaxItemUseDuration( stack ) - charge; duration = ForgeEventFactory.onArrowLoose( stack , world , ( EntityPlayer ) entity , duration , stack != null || ammoRequired ); if ( duration < 0 ) { return; } if ( stack != null || ammoRequired ) { if ( stack == null ) { stack = new ItemStack ( Items.arrow ); } float velocity = this.func_185059_b( duration ); if ( ( double ) velocity >= 0.1D ) { boolean unpickable = ammoRequired && stack.getItem() instanceof ItemArrow; //Forge: Fix consuming custom arrows. if ( !world.isRemote ) { ItemArrow arrowItem = ( ItemArrow ) ( ( ItemArrow ) ( stack.getItem() instanceof ItemArrow ? stack.getItem() : Items.arrow ) ); EntityArrow arrow = arrowItem.makeTippedArrow( world , stack, player ); arrow.func_184547_a( player , player.rotationPitch , player.rotationYaw , 0.0F , velocity * 3.0F , 1.0F ); if ( velocity == 1.0F ) { arrow.setIsCritical( true ); } int levelPower = EnchantmentHelper.getEnchantmentLevel(Enchantments.power, stack); if ( levelPower > 0 ) { arrow.setDamage( this.baseDamage + arrow.getDamage() + ( double ) levelPower * 0.5D + 0.5D ); System.out.println( this.baseDamage + arrow.getDamage() + ( double ) levelPower * 0.5D + 0.5D ); } else { arrow.setDamage( this.baseDamage + arrow.getDamage() + 0.5D ); System.out.println( this.baseDamage + arrow.getDamage() + 0.5D ); } int levelPunch = EnchantmentHelper.getEnchantmentLevel(Enchantments.punch, stack); if ( levelPunch > 0 ) { arrow.setKnockbackStrength( levelPunch ); } if ( EnchantmentHelper.getEnchantmentLevel( Enchantments.flame , stack ) > 0 ) { arrow.setFire( 100 ); } stack.damageItem( 1 , player ); if ( unpickable ) { arrow.canBePickedUp = EntityArrow.PickupStatus.CREATIVE_ONLY; } world.spawnEntityInWorld( arrow ); } world.playSound( ( EntityPlayer ) null , player.posX , player.posY , player.posZ , SoundEvents.entity_arrow_shoot , SoundCategory.NEUTRAL , 1.0F , 1.0F / ( itemRand.nextFloat() * 0.4F + 1.2F ) + velocity * 0.5F ); if ( !unpickable && !player.capabilities.isCreativeMode ) { --ammo.stackSize; if ( ammo .stackSize == 0 ) { player.inventory.deleteStack( ammo ); } } player.addStat( StatList.func_188057_b( this ) ); } } } } *Hug*
July 13, 20169 yr I have this and this works for me: public void onPlayerStoppedUsing(ItemStack stack, World worldIn, EntityLivingBase entityLiving, int timeLeft) { if (entityLiving instanceof EntityPlayer) { EntityPlayer entityplayer = (EntityPlayer) entityLiving; boolean flag = entityplayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantments.INFINITY, stack) > 0; ItemStack itemstack = this.findAmmo(entityplayer); int i = this.getMaxItemUseDuration(stack) - timeLeft; i = net.minecraftforge.event.ForgeEventFactory.onArrowLoose(stack, worldIn, (EntityPlayer) entityLiving, i, itemstack != null || flag); if (i < 0) return; if (itemstack != null || flag) { if (itemstack == null) { itemstack = new ItemStack(Items.ARROW); } float f = getArrowVelocity(i); if ((double) f >= 0.1D) { boolean flag1 = entityplayer.capabilities.isCreativeMode || (itemstack.getItem() instanceof ItemArrow ? ((ItemArrow) itemstack.getItem()).isInfinite(itemstack, stack, entityplayer) : false); if (!worldIn.isRemote) { ItemArrow itemarrow = (ItemArrow) ((ItemArrow) (itemstack.getItem() instanceof ItemArrow ? itemstack.getItem() : Items.ARROW)); EntityArrow entityarrow = itemarrow.createArrow(worldIn, itemstack, entityplayer); entityarrow.setAim(entityplayer, entityplayer.rotationPitch, entityplayer.rotationYaw, 0.0F, f * 3.0F, 1.0F); if (f == 1.0F) { entityarrow.setIsCritical(true); } int j = EnchantmentHelper.getEnchantmentLevel(Enchantments.POWER, stack); entityarrow.setDamage(10.0F); if (j > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double) j * 0.5D + 0.5D); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantments.PUNCH, stack); if (k > 0) { entityarrow.setKnockbackStrength(k); } if (EnchantmentHelper.getEnchantmentLevel(Enchantments.FLAME, stack) > 0) { entityarrow.setFire(100); } stack.damageItem(1, entityplayer); if (flag1) { entityarrow.pickupStatus = EntityArrow.PickupStatus.CREATIVE_ONLY; } worldIn.spawnEntityInWorld(entityarrow); } worldIn.playSound((EntityPlayer) null, entityplayer.posX, entityplayer.posY, entityplayer.posZ, SoundEvents.ENTITY_ARROW_SHOOT, SoundCategory.NEUTRAL, 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (!flag1) { --itemstack.stackSize; if (itemstack.stackSize == 0) { entityplayer.inventory.deleteStack(itemstack); } } } } } } http://i.imgur.com/J4rrGt6.png[/img]
July 13, 20169 yr But the pickup-status is PickupStatus#CREATIVE_ONLY boolean unpickable = ammoRequired && stack.getItem() instanceof ItemArrow; //Forge: Fix consuming custom arrows. if ( unpickable ) { arrow.canBePickedUp = EntityArrow.PickupStatus.CREATIVE_ONLY; } You're setting the pickup status to CREATIVE_ONLY when ammo is required (i.e. no Infinity enchantment or creative mode). This is the opposite of what you want. I suggest looking at ItemBow#onPlayerStoppedUsing again. 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.
July 14, 20169 yr Author That was my fault. I fixed it but it didn't help me. This is my problem in a collage: I suggest looking at ItemBow#onPlayerStoppedUsing again. I already done that. I looked at your code for your [glow=red,2,300]TestBow[/glow] and at ItemBow#onPlayerStoppedUsing but I don't know my mistake D: EDIT: Fixed it. But when the shot arrow was something like an "Arrow Of Leaping" it will get turned into a normal arrow and I don't know how to change the FOV properly. I want it to change it like with the normal bow *Hug*
July 14, 20169 yr I explained how to handle the FOV in my first post. Post your new code. 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.
July 14, 20169 yr Author I don't know how to change the FOV properly Chose wrong words. I just don't know which values I have to take or where I can find them. I already looked up in the API and different mods. Code: @Override public void onPlayerStoppedUsing ( ItemStack stack , World world , EntityLivingBase entity , int charge ) { if ( entity instanceof EntityPlayer ) { EntityPlayer player = ( EntityPlayer ) entity; boolean ammoRequired = this.isAmmoRequired( stack , player ); ItemStack ammo = this.findAmmo( player ); int duration = this.getMaxItemUseDuration( stack ) - charge; duration = net.minecraftforge.event.ForgeEventFactory.onArrowLoose( stack , world , ( EntityPlayer ) entity , duration , stack != null || ammoRequired ); if ( duration < 0 ) { return; } if ( stack != null || ammoRequired ) { if ( stack == null ) { stack = new ItemStack ( Items.arrow ); } float velocity = this.func_185059_b( duration ); if ( ( double ) velocity >= 0.1D ) { boolean unpickable = player.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel( Enchantments.infinity , stack ) > 0; if ( !world.isRemote ) { ItemArrow arrowItem = ( ItemArrow ) ( ( ItemArrow ) ( stack.getItem() instanceof ItemArrow ? stack.getItem() : Items.arrow ) ); EntityArrow arrow = arrowItem.makeTippedArrow( world , stack , player ); arrow.func_184547_a( player , player.rotationPitch , player.rotationYaw , 0.0F , velocity * 3.0F , 1.0F ); if ( velocity == 1.0F ) { arrow.setIsCritical( true ); } int levelPower = EnchantmentHelper.getEnchantmentLevel( Enchantments.power , stack ); if ( levelPower > 0 ) { arrow.setDamage( this.baseDamage + arrow.getDamage() + ( double ) levelPower * 0.5D + 0.5D ); } else { arrow.setDamage( this.baseDamage + arrow.getDamage() + 0.5D ); System.out.println( this.baseDamage + arrow.getDamage() + 0.5D ); } int levelPunch = EnchantmentHelper.getEnchantmentLevel( Enchantments.punch , stack ); if ( levelPunch > 0 ) { arrow.setKnockbackStrength( levelPunch ); } if ( EnchantmentHelper.getEnchantmentLevel( Enchantments.flame , stack ) > 0 ) { arrow.setFire( 100 ); } stack.damageItem( 1 , player ); if ( unpickable ) { arrow.canBePickedUp = EntityArrow.PickupStatus.CREATIVE_ONLY; } world.spawnEntityInWorld( arrow ); } world.playSound( ( EntityPlayer ) null , player.posX , player.posY , player.posZ , SoundEvents.entity_arrow_shoot , SoundCategory.NEUTRAL , 1.0F , 1.0F / ( itemRand.nextFloat() * 0.4F + 1.2F ) + velocity * 0.5F ); if ( !unpickable && !player.capabilities.isCreativeMode ) { --ammo.stackSize; if ( ammo .stackSize == 0 ) { player.inventory.deleteStack( ammo ); } } player.addStat( StatList.func_188057_b( this ) ); } } } } *Hug*
July 14, 20169 yr I can't see any obvious problems with your code, I suggest stepping through it in a debugger to see where things go wrong. For the FOV values, look at AbstractClientPlayer#getFovModifier (where FOVUpdateEvent is fired) or the code from my mod that I linked in my first post. 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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