Posted October 12, 20169 yr Hello@All , Lets say, im trying and trying whole day ... can someone tell me , how to make a "throwable" item .. i got already a class with the "functionality" ... it throw it and explode after , i got another "Entity Class" which is a "Ball" ... i know it sound weird but ... what is left to do, i know it sometimes and then its wrong ... here my entityball for anyone who needs it maybe: public class ModelBall extends ModelBase { ModelRenderer Shape1; ModelRenderer Shape2; ModelRenderer Shape3; ModelRenderer Shape4; ModelRenderer Shape5; ModelRenderer Shape6; ModelRenderer Shape7; public ModelBall() { this.textureWidth = 64; this.textureHeight = 64; this.Shape1 = new ModelRenderer(this, 0, 0); this.Shape1.addBox(0.0F, 0.0F, 0.0F, 4, 4, 4); this.Shape1.setRotationPoint(-1.0F, 0.0F, -3.0F); this.Shape1.setTextureSize(64, 64); this.Shape1.mirror = true; setRotation(this.Shape1, 0.0F, 0.0F, 0.0F); this.Shape2 = new ModelRenderer(this, 0, 0); this.Shape2.addBox(0.0F, 0.0F, 0.0F, 3, 1, 3); this.Shape2.setRotationPoint(-0.5F, -0.7F, -2.5F); this.Shape2.setTextureSize(64, 64); this.Shape2.mirror = true; setRotation(this.Shape2, 0.0F, 0.0F, 0.0F); this.Shape3 = new ModelRenderer(this, 0, 0); this.Shape3.addBox(0.0F, 0.0F, 0.0F, 3, 1, 3); this.Shape3.setRotationPoint(-0.5F, 3.7F, -2.5F); this.Shape3.setTextureSize(64, 64); this.Shape3.mirror = true; setRotation(this.Shape3, 0.0F, 0.0F, 0.0F); this.Shape4 = new ModelRenderer(this, 0, 0); this.Shape4.addBox(0.0F, 0.0F, 0.0F, 1, 3, 3); this.Shape4.setRotationPoint(-1.7F, 0.5F, -2.5F); this.Shape4.setTextureSize(64, 64); this.Shape4.mirror = true; setRotation(this.Shape4, 0.0F, 0.0F, 0.0F); this.Shape5 = new ModelRenderer(this, 0, 0); this.Shape5.addBox(0.0F, 0.0F, 0.0F, 1, 3, 3); this.Shape5.setRotationPoint(2.7F, 0.5F, -2.5F); this.Shape5.setTextureSize(64, 64); this.Shape5.mirror = true; setRotation(this.Shape5, 0.0F, 0.0F, 0.0F); this.Shape6 = new ModelRenderer(this, 0, 0); this.Shape6.addBox(0.0F, 0.0F, 0.0F, 3, 3, 1); this.Shape6.setRotationPoint(-0.5F, 0.5F, 0.7F); this.Shape6.setTextureSize(64, 64); this.Shape6.mirror = true; setRotation(this.Shape6, 0.0F, 0.0F, 0.0F); this.Shape7 = new ModelRenderer(this, 0, 0); this.Shape7.addBox(0.0F, 0.0F, 0.0F, 3, 3, 1); this.Shape7.setRotationPoint(-0.5F, 0.5F, -3.7F); this.Shape7.setTextureSize(64, 64); this.Shape7.mirror = true; setRotation(this.Shape7, 0.0F, 0.0F, 0.0F); } public void func_78088_a(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5); this.Shape1.render(f5); this.Shape2.render(f5); this.Shape3.render(f5); this.Shape4.render(f5); this.Shape5.render(f5); this.Shape6.render(f5); this.Shape7.render(f5); } private void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5) { super.setRotationAngles(f, f1, f2, f3, f4, f5, null); } } here the functionality which it will have : public class Test2Skill extends EntityThrowable { public int explosionRadius = 10; public Test2Skill(World par1World) { super(par1World); } public Test2Skill(World par1World, EntityPlayer par3EntityPlayer) { super(par1World, par3EntityPlayer); } public Test2Skill(World par1World, double par2, double par4, double par6) { super(par1World, par2, par4, par6); } public int ticks = 30; public void onEntityUpdate() { if (this.ticks <= 0) { this.ticks = 30; setDead(); } else { this.ticks -= 1; } } protected void onImpact(MovingObjectPosition par1MovingObjectPosition) { if (par1MovingObjectPosition.entityHit != null) { par1MovingObjectPosition.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, getThrower()), 20.0F); } if (!this.worldObj.isRemote) { this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, this.explosionRadius, true); setDead(); } } protected float getGravityVelocity() { return 0.001F; } } and now ... what is left to code .... :X:X
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