ThexXTURBOXx Posted May 17, 2017 Posted May 17, 2017 Hello community, I'm updating an item's NBT every tick to have something like a "timer". Is there a way to do this without the item "shaking"? Shaking = When you update the item's NBT, the player shakes it for a little moment (I think, you know, what I mean). I hope, you can help Thanks in advance, Nico M. Quote Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
larsgerrits Posted May 17, 2017 Posted May 17, 2017 Override Item#shouldCauseReequipAnimation to return false when you don't want the animation. Quote Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
ThexXTURBOXx Posted May 17, 2017 Author Posted May 17, 2017 16 minutes ago, larsgerrits said: Override Item#shouldCauseReequipAnimation to return false when you don't want the animation. I tried it, but it still shakes Quote Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
Kokkie Posted May 17, 2017 Posted May 17, 2017 Post your code Quote Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
ThexXTURBOXx Posted May 17, 2017 Author Posted May 17, 2017 https://github.com/ThexXTURBOXx/Reforged/blob/1.11.2/java/org/silvercatcher/reforged/items/weapons/ItemCrossbow.java Everything is there (I didn't push the override though). Quote Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
Jay Avery Posted May 17, 2017 Posted May 17, 2017 (edited) 3 hours ago, ThexXTURBOXx said: I tried it, but it still shakes Post the code that you tried. Edit: You should probably wrap your onUpdate code in a !world#isRemote check, so that it only runs on the logical server side - it may be syncing issues that causes the shaking. Edited May 17, 2017 by Jay Avery Quote
ThexXTURBOXx Posted May 17, 2017 Author Posted May 17, 2017 47 minutes ago, Jay Avery said: Post the code that you tried. Edit: You should probably wrap your onUpdate code in a !world#isRemote check, so that it only runs on the logical server side - it may be syncing issues that causes the shaking. Doesn't work either. Pushed the code now Quote Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
ThexXTURBOXx Posted May 22, 2017 Author Posted May 22, 2017 I think, it's not possible, right? Quote Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
perromercenary00 Posted May 22, 2017 Posted May 22, 2017 nop is not working but in 1.8 for a brief versions it does then they come whith 1.9 and its fuck again until now i having this issue for a long time this time i thougth than whith the new capabilityes system i could store held the data in other place without update the nbt in the item until im ready but seems like not Quote
ThexXTURBOXx Posted May 22, 2017 Author Posted May 22, 2017 9 hours ago, perromercenary00 said: nop is not working but in 1.8 for a brief versions it does then they come whith 1.9 and its fuck again until now i having this issue for a long time this time i thougth than whith the new capabilityes system i could store held the data in other place without update the nbt in the item until im ready but seems like not Uhm... Well, that's not good. I create an issue on GitHub for this, because I think, that would be good tho Quote Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
perromercenary00 Posted May 31, 2017 Posted May 31, 2017 (edited) On 2017-5-22 at 3:48 PM, ThexXTURBOXx said: I get something i get some kind of work around but it has its issues i also see your post in git hub https://github.com/MinecraftForge/MinecraftForge/issues/3915 the forge people has been working on this for what i understand the bug is solved and the issue is cause by something else in mi code, i dissable all mi entities renders mi sounds and mi events keybinds but i still having the issues and could not pinpoint what in mi code is messing mi first person view render anyway the trick i found is to leave shouldCauseReequipAnimation always returning true no matther what, but this causes the item to allways remain under the hotbar, mi solution: i change all the item models for this gun (like 73) to draw the item 9 points up this set it where is in the video and from there i can change the nbt values in the itemstack whatever i want, "firstperson_righthand": { "rotation": [ 0.0, -90.0, 0.0 ], "translation": [ 3.5, 2.0, 0.0], "scale": [ 1.0, 1.0, 1.0 ] }, "firstperson_lefthand": { "rotation": [ 0.0, 90.0, 0.0 ], "translation": [ 3.5, 2.0, 0.0], "scale": [ 1.0, 1.0, 1.0 ] }, to "firstperson_righthand": { "rotation": [ 0.0, -90.0, 0.0 ], "translation": [ 3.5, 9.0, 0.0], "scale": [ 1.0, 1.0, 1.0 ] }, "firstperson_lefthand": { "rotation": [ 0.0, 90.0, 0.0 ], "translation": [ 3.5, 9.0, 0.0], "scale": [ 1.0, 1.0, 1.0 ] }, also whithout the burden of theReequipAnimation i write the code to make some kind of ActionResult<ItemStack> onItemLeftClick but in the onupdate() method now i have a betther control the offhand gun behaveour // #################################################################################################### @Override public boolean shouldCauseReequipAnimation(ItemStack oldStack, ItemStack newStack, boolean slotChanged) { return true; // cdalm xtold = getAlmacenamiento(oldStack); // cdalm xtnew = getAlmacenamiento(newStack); // if (xtnew != null && !xtnew.isEjecutar() ) //{ // System.out.println("shouldCauseReequipAnimation(true)"); // return false; //} // always true the item is down under the hotbar but seems animations // works // when always false the item is normal posicioned but animations dont // works and it swings on left click /* * oldStack = oldStack.copy(); oldStack.setTagCompound(null); newStack = * newStack.copy(); newStack.setTagCompound(null); return * ItemStack.areItemStacksEqual(oldStack, newStack); */ // EntityRenderer ER = mc.entityRenderer; // ER.itemRenderer.resetEquippedProgress(EnumHand.MAIN_HAND); // field_187469_f,equippedProgressMainHand,0, // field_187470_g,prevEquippedProgressMainHand,0, // field_187471_h,equippedProgressOffHand,0, // field_187472_i,prevEquippedProgressOffHand,0, // playerIRenderItem RI = mc.getRenderItem(); // IR.resetEquippedProgress(EnumHand.MAIN_HAND); // IR.updateEquippedItem(); // return false; /* * * Minecraft mc = Minecraft.getMinecraft(); EntityPlayer playerIn = * mc.player; * * ItemRenderer IR = mc.getItemRenderer(); * * if(IR!=null)try{ { * * Field field00 = * ItemRenderer.class.getDeclaredField("equippedProgressMainHand"); * field00.setAccessible(true); field00.setFloat(IR,1); * * Field field01 = * ItemRenderer.class.getDeclaredField("prevEquippedProgressMainHand"); * field01.setAccessible(true); field01.setFloat(IR,1); * * } { Field field00 = * ItemRenderer.class.getDeclaredField("equippedProgressOffHand"); * field00.setAccessible(true); field00.setFloat(IR,1); * * Field field01 = * ItemRenderer.class.getDeclaredField("prevEquippedProgressOffHand"); * field01.setAccessible(true); field01.setFloat(IR,1); } * }catch(Exception e){ e.printStackTrace(); } * * * //IR.resetEquippedProgress(EnumHand.MAIN_HAND); * //IR.resetEquippedProgress(EnumHand.OFF_HAND); //return false; } * * * * oldStack = oldStack.copy(); oldStack.setTagCompound(null); newStack = * newStack.copy(); newStack.setTagCompound(null); return * !ItemStack.areItemStacksEqual(oldStack, newStack); */ /* * * return false; * * // cdalm xtold = getAlmacenamiento(oldStack); cdalm xtnew = * getAlmacenamiento(newStack); * * if (xtnew != null && !xtnew.isEjecutar() ) { return false; } return * true; */ } // #########################################################################3 the next i thing a need is a easy way to hide one of the hands from the first view render thats all for now Edited May 31, 2017 by perromercenary00 Quote
ThexXTURBOXx Posted May 31, 2017 Author Posted May 31, 2017 7 hours ago, perromercenary00 said: i get some kind of work around but it has its issues i also see your post in git hub https://github.com/MinecraftForge/MinecraftForge/issues/3915 the forge people has been working on this for what i understand the bug is solved and the issue is cause by something else in mi code, i dissable all mi entities renders mi sounds and mi events keybinds but i still having the issues and could not pinpoint what in mi code is messing mi first person view render anyway the trick i found is to leave shouldCauseReequipAnimation always returning true no matther what, but this causes the item to allways remain under the hotbar, mi solution: i change all the item models for this gun (like 73) to draw the item 9 points up this set it where is in the video and from there i can change the nbt values in the itemstack whatever i want, "firstperson_righthand": { "rotation": [ 0.0, -90.0, 0.0 ], "translation": [ 3.5, 2.0, 0.0], "scale": [ 1.0, 1.0, 1.0 ] }, "firstperson_lefthand": { "rotation": [ 0.0, 90.0, 0.0 ], "translation": [ 3.5, 2.0, 0.0], "scale": [ 1.0, 1.0, 1.0 ] }, to "firstperson_righthand": { "rotation": [ 0.0, -90.0, 0.0 ], "translation": [ 3.5, 9.0, 0.0], "scale": [ 1.0, 1.0, 1.0 ] }, "firstperson_lefthand": { "rotation": [ 0.0, 90.0, 0.0 ], "translation": [ 3.5, 9.0, 0.0], "scale": [ 1.0, 1.0, 1.0 ] }, also whithout the burden of theReequipAnimation i write the code to make some kind of ActionResult<ItemStack> onItemLeftClick but in the onupdate() method now i have a betther control the offhand gun behaveour // #################################################################################################### @Override public boolean shouldCauseReequipAnimation(ItemStack oldStack, ItemStack newStack, boolean slotChanged) { return true; // cdalm xtold = getAlmacenamiento(oldStack); // cdalm xtnew = getAlmacenamiento(newStack); // if (xtnew != null && !xtnew.isEjecutar() ) //{ // System.out.println("shouldCauseReequipAnimation(true)"); // return false; //} // always true the item is down under the hotbar but seems animations // works // when always false the item is normal posicioned but animations dont // works and it swings on left click /* * oldStack = oldStack.copy(); oldStack.setTagCompound(null); newStack = * newStack.copy(); newStack.setTagCompound(null); return * ItemStack.areItemStacksEqual(oldStack, newStack); */ // EntityRenderer ER = mc.entityRenderer; // ER.itemRenderer.resetEquippedProgress(EnumHand.MAIN_HAND); // field_187469_f,equippedProgressMainHand,0, // field_187470_g,prevEquippedProgressMainHand,0, // field_187471_h,equippedProgressOffHand,0, // field_187472_i,prevEquippedProgressOffHand,0, // playerIRenderItem RI = mc.getRenderItem(); // IR.resetEquippedProgress(EnumHand.MAIN_HAND); // IR.updateEquippedItem(); // return false; /* * * Minecraft mc = Minecraft.getMinecraft(); EntityPlayer playerIn = * mc.player; * * ItemRenderer IR = mc.getItemRenderer(); * * if(IR!=null)try{ { * * Field field00 = * ItemRenderer.class.getDeclaredField("equippedProgressMainHand"); * field00.setAccessible(true); field00.setFloat(IR,1); * * Field field01 = * ItemRenderer.class.getDeclaredField("prevEquippedProgressMainHand"); * field01.setAccessible(true); field01.setFloat(IR,1); * * } { Field field00 = * ItemRenderer.class.getDeclaredField("equippedProgressOffHand"); * field00.setAccessible(true); field00.setFloat(IR,1); * * Field field01 = * ItemRenderer.class.getDeclaredField("prevEquippedProgressOffHand"); * field01.setAccessible(true); field01.setFloat(IR,1); } * }catch(Exception e){ e.printStackTrace(); } * * * //IR.resetEquippedProgress(EnumHand.MAIN_HAND); * //IR.resetEquippedProgress(EnumHand.OFF_HAND); //return false; } * * * * oldStack = oldStack.copy(); oldStack.setTagCompound(null); newStack = * newStack.copy(); newStack.setTagCompound(null); return * !ItemStack.areItemStacksEqual(oldStack, newStack); */ /* * * return false; * * // cdalm xtold = getAlmacenamiento(oldStack); cdalm xtnew = * getAlmacenamiento(newStack); * * if (xtnew != null && !xtnew.isEjecutar() ) { return false; } return * true; */ } // #########################################################################3 the next i thing a need is a easy way to hide one of the hands from the first view render thats all for now Ok... I found out, that you have to return "true", if you want the animation *not* to be played, which doesn't make sense in context of the function being called "shouldCauseReequipAnimation"... Seems like a bug Quote Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.