Posted May 17, 20178 yr 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. Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
May 17, 20178 yr Override Item#shouldCauseReequipAnimation to return false when you don't want the animation. 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/
May 17, 20178 yr Author 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 Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
May 17, 20178 yr Post your code Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
May 17, 20178 yr Author 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). Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
May 17, 20178 yr 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, 20178 yr by Jay Avery
May 17, 20178 yr Author 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 Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
May 22, 20178 yr Author I think, it's not possible, right? Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
May 22, 20178 yr 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
May 22, 20178 yr Author 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 Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
May 31, 20178 yr 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, 20178 yr by perromercenary00
May 31, 20178 yr Author 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 Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
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