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Posted

I want to render a line between the player and projectile so when the projectile is "thrown" there is a line that connects it to the player until it hits something/dies. I have no idea where I would put this, or how I would go about drawing the actual line. I'm guessing the line needs to be updated every tick so that it keeps rendering to the projectile as it moves, but other than that I have no clue.

Posted

Not just every tick, every render frame!

And you do this with OpenGL commands. Look at how Vanilla handles the fishing rod.

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Posted
16 minutes ago, Draco18s said:

Not just every tick, every render frame!

And you do this with OpenGL commands. Look at how Vanilla handles the fishing rod.

 

Thanks for the idea, but I can't seem to find where the line is being rendered.

Posted

  

public class LassoRenderer {


private Minecraft mc;

public LassoRenderer(Minecraft mc)
{
	super();
	this.mc = mc;
}

@SubscribeEvent
public void render(RenderWorldLastEvent event)
{
	EntityLassoWhip projectile = new EntityLassoWhip(mc.thePlayer.getEntityWorld(), mc.thePlayer);
	if (ItemWonderWomanArmor.isWearingFullSet(mc.thePlayer, ModArmor.WonderWomanTiara, ModArmor.WonderWomanChestplate, ModArmor.WonderWomanSkirt, ModArmor.WonderWomanBoots)) {
		
		double doubleX = mc.thePlayer.prevPosX + (mc.thePlayer.posX - mc.thePlayer.prevPosX) * event.getPartialTicks(); 
		double doubleY = mc.thePlayer.prevPosY + (mc.thePlayer.posY - mc.thePlayer.prevPosY) * event.getPartialTicks();
		double doubleZ = mc.thePlayer.prevPosZ + (mc.thePlayer.posZ - mc.thePlayer.prevPosZ) * event.getPartialTicks();
		Vec3d vec = projectile.getPositionVector();
		Vec3d pvec = mc.thePlayer.getPositionVector();
		double vx = vec.xCoord;
		double vy = vec.yCoord;
		double vz = vec.zCoord;
		double px = pvec.xCoord;
		double py = pvec.yCoord;
		double pz = pvec.zCoord;
		
		GL11.glPushMatrix();
		GL11.glDisable(GL11.GL_LIGHTING);
		GL11.glDisable(GL11.GL_TEXTURE_2D);
		GL11.glDisable(GL11.GL_DEPTH_TEST);
		
		
		GL11.glLineWidth(2);
		GL11.glTranslated(-doubleX, -doubleY, -doubleZ);
		GL11.glColor3f(2f, 1f, 0f);

		GL11.glEnable(GL11.GL_LINE_SMOOTH);
		GL11.glHint( GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST );
		GL11.glBegin(GL11.GL_LINE_STRIP);
		
		GL11.glVertex3d(px, py, pz);
		GL11.glVertex3d(vx, vy, vz);

		GL11.glEnd();
		GL11.glEnable(GL11.GL_LIGHTING);
		GL11.glEnable(GL11.GL_TEXTURE_2D);
		GL11.glEnable(GL11.GL_DEPTH_TEST);
		GL11.glPopMatrix();
		}
	}
}

  

So i got a working line being rendered, however it doesnt render to the projectile, it only renders inside the player from feet to head like this:

image.png.b3e9d6666d147d2948c4fe9621b3b3b2.png

Can anyone tell me what I'm doing wrong? My guess is I'm getting the projectile incorrectly. Thanks for helping out.

Posted
 new EntityLassoWhip(mc.thePlayer.getEntityWorld(), mc.thePlayer);

Are you intentionally making a new entity every render tick?

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Posted
4 minutes ago, Cadiboo said:

 new EntityLassoWhip(mc.thePlayer.getEntityWorld(), mc.thePlayer);

Are you intentionally making a new entity every render tick?

No, i just thought thats how you got the Projectile, im new to modding so im not too sure on that. Do you know the correct way to get the projectile entity?

Posted

Do you want this code to run if you have the armor on OR run if you have the armor on AND have thrown a lassoWhip

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Posted
2 minutes ago, Cadiboo said:

Do you want this code to run if you have the armor on OR run if you have the armor on AND have thrown a lassoWhip

When its thrown aswell, however i couldnt figure out how to check that.

Posted (edited)
8 minutes ago, TypicalNerdB said:

When its thrown aswell, however i couldnt figure out how to check that.

do you have an entity set up for your EntityLassoWhip that can be thrown/shot?

if so, have you set up a renderer for it?

Edited by Cadiboo

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Posted (edited)
3 minutes ago, Cadiboo said:

do you have an entity set up for your EntityLassoWhip that can be thrown/shot

 

The EntityLassoWhip is a projectile that works perfectly so yeah. The Lasso item "Throws" the projectile when its rightclicked.

Edited by TypicalNerdB
Posted (edited)

set up a renderer for it and in that renderer connect it to it's thrower

 

Ill have to check this but I think that throwers aren't properly synced between server & client for some reason

Edited by Cadiboo

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Posted
3 minutes ago, Cadiboo said:

set up a renderer for it and in that renderer connect it to it's thrower

I already have a render class for the projectile, what do you mean by connect it to its thrower?

Posted
1 minute ago, TypicalNerdB said:

I already have a render class for the projectile, what do you mean by connect it to its thrower?

in that render class just do your OpenGL commands that draw a line between the entity and it's thrower

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Posted
2 minutes ago, Cadiboo said:

in that render class just do your OpenGL commands that draw a line between the entity and it's thrower

Thank you so much! it works, it follows the projectile. Just one question, do you know how I can possibly edit how the line looks in first person, because it looks way off.image.png.a334115111479b4e227a5368b6c1fae1.png

I wanna try to make it so that it shows its kind of coming from the item, but if its just not possible then i guess ill have to get used to it.

Posted (edited)
2 minutes ago, TypicalNerdB said:

Thank you so much! it works, it follows the projectile. Just one question, do you know how I can possibly edit how the line looks in first person, because it looks way off.image.png.a334115111479b4e227a5368b6c1fae1.png

I wanna try to make it so that it shows its kind of coming from the item, but if its just not possible then i guess ill have to get used to it.

 

 

mc.thePlayer.getPos() returns the position of the bottom of your feet.

translate it up on the Y axis by something like 1.6 to make it start around your eye/camera's height

Edited by Cadiboo

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When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

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