Posted October 8, 20177 yr Hi, I'm working on a Wizardry mod (harry potter themed) and I am having a BIG issue with my shield charm. Currently it does not render at all. EntityShieldCharm public class EntityShieldCharm extends EntityThrowable { //public AxisAlignedBB box; public List<Entity> caster; public float size; public EntityShieldCharm(World arg0) { super(arg0); this.caster = new ArrayList(); this.motionX = 0; this.motionY = 0; this.motionZ = 0; } public EntityShieldCharm(World arg0, EntityLivingBase caster, float size) { super(arg0, caster); this.caster = new ArrayList(); this.caster.add(caster); //this.caster.addAll(world.getEntitiesWithinAABB(Entity.class, this.getEntityBoundingBox())); this.setSize(size, size); this.size = size; //this.accelerationX = 0; //this.accelerationY = 0; //this.accelerationZ = 0; this.motionX = 0; this.motionY = 0; this.motionZ = 0; } public void readFromNBT(NBTTagCompound nbt) { super.readFromNBT(nbt); NBTTagList list = (NBTTagList) nbt.getTag("casters"); List<Entity> entities = world.getEntitiesWithinAABB(Entity.class, this.getEntityBoundingBox()); for (NBTBase n : list) { String uuid = n.toString(); for (Entity e : entities) { if (e.getPersistentID().toString() == uuid) caster.add(e); } } } public NBTTagCompound writeToNBT(NBTTagCompound nbt) { super.writeToNBT(nbt); NBTTagList list = new NBTTagList(); for (Entity e : caster) { list.appendTag(new NBTTagString(e.getPersistentID().toString())); } nbt.setTag("casters", list); return nbt; } public boolean allow(Entity e) { return caster.contains(e);// || !isHeadingTowards(e); } @Override public void onUpdate() { List<Entity> entities = world.getEntitiesWithinAABB(Entity.class, this.getEntityBoundingBox()); for (Entity e : entities) { if (allow(e)) continue; double mx = e.motionX, my = e.motionY, mz = e.motionZ; e.setPositionAndUpdate(e.lastTickPosX, e.lastTickPosY, e.lastTickPosZ); e.setVelocity(-mx, -my, -mz); e.velocityChanged = true; Class c = e.getClass(); try { Field xf = c.getField("accelerationX"); Field yf = c.getField("accelerationY"); Field zf = c.getField("accelerationZ"); try { double x = xf.getDouble(e), y = yf.getDouble(e), z = zf.getDouble(e); xf.setDouble(e, -x); yf.setDouble(e, -y); zf.setDouble(e, -z); } catch (IllegalArgumentException e1) { } catch (IllegalAccessException e1) { } } catch (NoSuchFieldException e1) { } catch (SecurityException e1) { e1.printStackTrace(); } } } public boolean attackEntityFrom(DamageSource c, float a) { return false; } public boolean isHeadingTowards(Entity e) { double x = e.posX, y = e.posY, z = e.posZ; double nx = e.posX - e.motionX, ny = e.posY - e.motionY, nz = e.posZ - e.motionZ; if (MathHelper.sqrt(x * x + y * y + z * z) < MathHelper.sqrt(nx * nx + ny * ny + nz * nz)) return true; return false; } public boolean canBeCollidedWith() { return false; } @Override protected void onImpact(RayTraceResult arg0) {} } WizardryMod @Mod(modid = WizardryMod.MODID, version = WizardryMod.VERSION, name = WizardryMod.NAME) public class WizardryMod { public static final String MODID = "giantwizardry", VERSION = "1.0.0-1.12.2", NAME = "Giant's Wizardry"; public static CustomCreativeTab tab = new CustomCreativeTab(MODID, WizardryItems.wand); public static WizardryMod instance = new WizardryMod(); @SidedProxy(clientSide="mods.giantnuker.wizardry.proxy.ClientProxy") public static IProxy proxy; @EventHandler public void preInit(FMLPreInitializationEvent event) { proxy.preInit(event); WizardryItems.init(); PacketUpdateCapability.init(); CapabilityManager.INSTANCE.register(WizardryCapability.class, new WizardryCapability.Storage(), WizardryCapability.Implementation.class); MinecraftForge.EVENT_BUS.register(new WizardryHandler()); //EntityRegistry.registerModEntity(new ResourceLocation(WizardryMod.MODID, "entitySpellShield"), EntityShieldCharm.class, "shieldSpell", 999, this, 0, 0, false); } @EventHandler public static void init(FMLInitializationEvent event) { proxy.init(event); } } ClentProxy public class ClientProxy implements IProxy { @Override public void preInit(FMLPreInitializationEvent event) { RenderingRegistry.registerEntityRenderingHandler(EntityShieldCharm.class, new ShieldCharmRenderFactory()); } @Override public void init(FMLInitializationEvent event) { } @Override public void postInit(FMLPostInitializationEvent event) { } } ShieldCharmRenderFactory public class ShieldCharmRenderFactory implements IRenderFactory { @Override public Render createRenderFor(RenderManager arg0) { return new RenderShieldSpell(arg0); } } RenderShieldSpell public class RenderShieldSpell extends Render<EntityShieldCharm>{ public ModelRectCube model = new ModelRectCube(); public RenderShieldSpell(RenderManager rm) { super(rm); } @Override protected ResourceLocation getEntityTexture(EntityShieldCharm arg0) { return new ResourceLocation("textures/entity/creeper/creeper_armor.png"); } @Override public void doRender(EntityShieldCharm charmEnt, double x, double y, double z, float yaw, float partialTicks) { this.bindTexture(getEntityTexture(charmEnt)); GlStateManager.pushMatrix(); GlStateManager.translate(x, y, z); model.render(charmEnt, 0, 0, 0, 0, 0, charmEnt.size); GlStateManager.popMatrix(); super.doRender(charmEnt, x, y, z, yaw, partialTicks); } } And ModelRectCube public class ModelRectCube extends ModelBase { public void render(Entity entity, float a0, float a1, float a2, float a3, float a4, float a5) { ModelRenderer cube = new ModelRenderer(this, 0, 0); cube.addBox(0, 0, 0, 16, 16, 16); cube.render(a5); } } Also, when I press F3 + B I do not see it's bounding box, but it is there sience it repels everything.
October 9, 20177 yr Author 30 minutes ago, diesieben07 said: Your entity registration is commented out. Why? I was getting a devide by 0 exception before i realised trackingRange & the update stuff were the same thing. trackingRange is now 100 but I still need to know what is wrong with the render script - all it does is changes it from a white cube to air, but i see the bounding box. The reason I did not before is because the server tells the client about the entity via it's registration id.
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.