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[1.8.9] how to make a throwable item -_-


terraya

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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:X

 

 

 

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