Posted July 23, 20178 yr As by title, i have an entity that acts like a snowball (so it's throwable) but is not rendering when fired. This is how i register the rendering in my client proxy RenderingRegistry.registerEntityRenderingHandler(EntityGranade.class, new EntityGranadeFactory()); //The Entity Class public class EntityGranade extends EntityThrowable { private EntityLivingBase thrower; public EntityGranade(World worldIn) { super(worldIn); } public EntityGranade(World worldIn, EntityLivingBase throwerIn) { super(worldIn, throwerIn); this.thrower = throwerIn; } @SideOnly(Side.CLIENT) public EntityGranade(World worldIn, double x, double y, double z) { super(worldIn, x, y, z); } protected void onImpact(RayTraceResult result) { if(this.getThrower() != null && this.getThrower() instanceof EntityPlayerMP) { EntityPlayerMP player = (EntityPlayerMP)this.getThrower(); if(player.connection.getNetworkManager().isChannelOpen() && player.world == this.world) { EntityTNTPrimed tnt = new EntityTNTPrimed(player.world); tnt.world.createExplosion(tnt, this.posX, this.posY, this.posZ, 2.0F, true); } } this.setDead(); } } //The Factory Class public class EntityGranadeFactory implements IRenderFactory<EntityGranade>{ @Override public Render<? super EntityGranade> createRenderFor(RenderManager manager) { return new RenderSnowball<EntityGranade>(manager, MWItems.GRANADE, Minecraft.getMinecraft().getRenderItem()); } } I have other things registerd like this (like custom TNT) and they all works as well, is just this that is not rendering. So why this happen and how can be fixed? Edited July 23, 20178 yr by JimiIT92 Don't blame me if i always ask for your help. I just want to learn to be better
July 23, 20178 yr Author Yes the Entity is registered and it does stay alive becaus on impact it cause an explosion. Is created server side like Ender Pearls public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn) { ItemStack itemstack = playerIn.getHeldItem(handIn); if (!playerIn.capabilities.isCreativeMode) { itemstack.shrink(1); } worldIn.playSound((EntityPlayer)null, playerIn.posX, playerIn.posY, playerIn.posZ, SoundEvents.ENTITY_PLAYER_HURT_ON_FIRE, SoundCategory.NEUTRAL, 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); Utils.setCooldown(playerIn, this, 2); if (!worldIn.isRemote) { EntityGranade entitygranade = new EntityGranade(worldIn, playerIn); entitygranade.setHeadingFromThrower(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, 1.5F, 1.0F); worldIn.spawnEntity(entitygranade); } playerIn.addStat(StatList.getObjectUseStats(this)); return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, itemstack); } The RenderSnowball class i noticed that sometimes is called (using a breakpoint in that class) and sometimes is not, but i don't understand why this happen Don't blame me if i always ask for your help. I just want to learn to be better
July 23, 20178 yr Author How can i check that? Don't blame me if i always ask for your help. I just want to learn to be better
July 23, 20178 yr Author *facepalm* Forgot to add that method to the entity class. I don't know how but in 1.10 that works too without the onUpdate method BTW is fixed now, thank you for your help Don't blame me if i always ask for your help. I just want to learn to be better
July 24, 20178 yr 11 hours ago, JimiIT92 said: *facepalm* Forgot to add that method to the entity class. I don't know how but in 1.10 that works too without the onUpdate method BTW is fixed now, thank you for your help I'm just curious to know how you fixed this? I am having the same issue. The item basicaly mimics a snowball but only renders on the client partially. It doesn't render all the way. And it will only render if you are looking at it from an angle or moving around while firing it. Edited July 24, 20178 yr by HalestormXV
July 26, 20178 yr Author I solved this looking at the EntityEnderPearl class and basically adding this functon to my entity class public void onUpdate() { EntityLivingBase entitylivingbase = this.getThrower(); if (entitylivingbase != null && entitylivingbase instanceof EntityPlayer && !entitylivingbase.isEntityAlive()) { this.setDead(); } else { super.onUpdate(); } } Hope that works too for you Don't blame me if i always ask for your help. I just want to learn to be better
November 2, 20177 yr Hi JimilT92! I've been working on the same thing, learning from the snowball and ender pearl to make a grenade. If you don't mind saying, how did you get the texture to render? I have prettymuch the same code as you but I'm still seeing nothing and I think it might be in not connecting the texture file. Thanks.
November 3, 20177 yr Author @admiralmattbar In the Client Proxy i've registered the render like this RenderingRegistry.registerEntityRenderingHandler(EntityGranade.class, new EntityGranadeFactory()); Then i've created the factory class public class EntityGranadeFactory implements IRenderFactory<EntityGranade>{ @Override public Render<? super EntityGranade> createRenderFor(RenderManager manager) { return new RenderSnowball<EntityGranade>(manager, MWItems.GRANADE, Minecraft.getMinecraft().getRenderItem()); } } where i call the RenderSnowball class passing it the item i want to render. Don't blame me if i always ask for your help. I just want to learn to be better
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