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Posted

I'm designing an endgame gun that fires a projectile that destroys anything from point A to point B using the destroyBlock code and looping it. When I fire it, it destroys one block and sets itself to dead even though there isn't a setDead in the entityprojectile code at all.

 

Code I run:

 

    /**

    * Called when this hits a block or entity.

    */

    protected void onImpact(MovingObjectPosition par1MovingObjectPosition)

    {

        if (!this.worldObj.isRemote)

        {

            if (par1MovingObjectPosition.entityHit != null)

            {

               

                    par1MovingObjectPosition.entityHit.attackEntityFrom(DamageSource.magic, 200);

 

               

            }

            else {

            this.disrupt(par1MovingObjectPosition);

            }

     

 

 

 

        }

    }

   

   

   

   

    private void disrupt(MovingObjectPosition par1MovingObjectPosition)

    {

        onEntityUpdate(); {

       

       

                int i = par1MovingObjectPosition.blockX;

                int j = par1MovingObjectPosition.blockY;

                int k = par1MovingObjectPosition.blockZ;

               

                this.worldObj.destroyBlock(i, j, k, true);

               

 

        }

        }

   

 

 

 

 

Any tips are appreciated.

Something else could be setting it to dead. Trace the callers of your methods. What calls onImpact? Does that caller also set your entity to dead?

 

If hunting code doesn't turn up an obvious answer, then set breakpoints and start stepping through and into to watch what actually happens. You might decide that onImpact is not quite good enough to do what you want. You might need to find a hook upstream that fires an event you can use to replace the impact.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

  • Author

Thanks for the reply. I think you are right about the Impact method setting it dead, so I made my own method that should activate constantly and I kept the Impact method for damage dealing, but now only the damage dealing works. (And as predicted it sets dead after it hits an entity) This means my method is not running for some reason.

 

Edited Code:

 

 

    /**

    * Called Constantly

    * @return

    */

  private void disrupt(MovingObjectPosition par1MovingObjectPosition) {

        if (!this.worldObj.isRemote)

        {

 

 

               

     

                      int i = par1MovingObjectPosition.blockX;

                        int j = par1MovingObjectPosition.blockY;

                        int k = par1MovingObjectPosition.blockZ;

                       

                        this.worldObj.destroyBlock(i, j, k, true);

            }

    super.onEntityUpdate();

    }

   

 

     

 

 

 

       

   

    @Override

    protected void onImpact(MovingObjectPosition movingobjectposition) {

   

        if (!this.worldObj.isRemote)

        {

            if (movingobjectposition.entityHit != null)

            {

               

                    movingobjectposition.entityHit.attackEntityFrom(DamageSource.magic, 200);

 

               

            }

        }

    }

   

 

Your method "disrupt" is private and not called from anywhere, then calls super.onEntityUpdate

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.

  • Author

Hmm while that is true there must be something else going on here because it shows no improvement.

Well. For the entity to destroy a block that has the same coordinates as the entity, then the entity must be inside the block.

If it is inside the block, then it must have impacted the block.

If it has impacted the block, then the entity must be dead.

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.

  • Author

But how would one bypass that? Would it be possible to noClip the projectile or write a method that keeps the projectile alive? Or perhaps a method of destroying every block from where the player is to the end of the loaded chunks?

Something something look out in front

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.

Hi

 

I think the best way is to override the entity movement and collision code with your own so that the projectile passes through blocks without impact, and destroys the blocks as it goes.

 

EntityFireball.onUpdate() is pretty close to what you want, I think; see also eg EntitySmallFireball.onImpact

 

-TGG

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