Posted September 7, 20169 yr I am able to create a particle on an entity by getting the entities x, y, z coords. That is not a problem. I am wondering if there is a way to have a particle on an entity rotate around as the entity does. For example; in the middle of a skeleton's skull I want to have rune particles that follow the head's rotation to those enchanting runes stay in the center of the skull as it looks around. Any leads would be most appreciated! Thank you.
September 7, 20169 yr Look at the blockfurnace class and see how they do it in there http://i.imgur.com/J4rrGt6.png[/img]
September 7, 20169 yr Particles are explicitly rendered such that they always face the camera. Unless you mean that you want them to originate at an offset, and that offset rotates. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
September 7, 20169 yr Author Look at the blockfurnace class and see how they do it in there Block Furnace uses EnumFacing and randomDisplayTick to render the particles which works for tile Entities, but entities are different. You can track the x,y,z by using theEntity.posX, theEntity.posY, theEntity.posZ, but they do not use facing the same way a tile entity does.
September 7, 20169 yr Author Particles are explicitly rendered such that they always face the camera. Unless you mean that you want them to originate at an offset, and that offset rotates. The particles on an actual entity, like a player originate at the bottom middle of the feet on something like a player using the posX, Y, and Z that I mentioned before. I can statically add to the previous comments, like doing poxY + 0.5F ( to move it up a bit) and posX + 1.0F (to shift it over), but those are static. When a player or skeleton turns around, the particles stay in the same static place. I wanted to see if there is a way to rotate that particle with where the entity (in this case, skeletons) look to keep it centered in the forehead.
September 7, 20169 yr Author I figured it out, I am using the rotationYaw to get my desired results, thanks!
September 7, 20169 yr Particles are explicitly rendered such that they always face the camera. Unless you mean that you want them to originate at an offset, and that offset rotates. The particles on an actual entity, like a player originate at the bottom middle of the feet on something like a player using the posX, Y, and Z that I mentioned before. I can statically add to the previous comments, like doing poxY + 0.5F ( to move it up a bit) and posX + 1.0F (to shift it over), but those are static. When a player or skeleton turns around, the particles stay in the same static place. I wanted to see if there is a way to rotate that particle with where the entity (in this case, skeletons) look to keep it centered in the forehead. This post boils down to, "yes, I want them to originate at an offset, and that offset rotates." Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
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