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Trying to make a musket but wont shoot [1.12.2]


JDtheman19

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3 minutes ago, diesieben07 said:

Entity classes cannot be inner classes, because their constructors will have an implicit argument generated for the outer class instance. This prevents the client and the world-loading code from instantiating the entity class.

Alright I put EntityBullet into its own class but it still won't fire

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11 minutes ago, diesieben07 said:

Use the debugger. Is your entity spawned? Is it spawned on the client?

no nothing, My idea was that you hold down right click it won't charge but it will move the item in your hand like a bow does but when you let go anytime an entity bullet that I made shoots out and goes far but not so quick to shoot the next shot. I've been looking everywhere for anything like it and I found nothing

Edited by JDtheman19
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3 minutes ago, diesieben07 said:

What does this even mean? Please clarify what you have done exactly.


[15:59:25] [pool-2-thread-1/WARN] [mojang/YggdrasilMinecraftSessionService]: Couldn't look up profile properties for com.mojang.authlib.GameProfile@69fa0cd4[id=fd09468e-08e7-31aa-bab7-195a6ef31320,name=Player434,properties={},legacy=false]
com.mojang.authlib.exceptions.AuthenticationException: The client has sent too many requests within a certain amount of time
ย ย  ย at com.mojang.authlib.yggdrasil.YggdrasilAuthenticationService.makeRequest(YggdrasilAuthenticationService.java:79) ~[YggdrasilAuthenticationService.class:?]
ย ย  ย at com.mojang.authlib.yggdrasil.YggdrasilMinecraftSessionService.fillGameProfile(YggdrasilMinecraftSessionService.java:180) [YggdrasilMinecraftSessionService.class:?]
ย ย  ย at com.mojang.authlib.yggdrasil.YggdrasilMinecraftSessionService$1.load(YggdrasilMinecraftSessionService.java:60) [YggdrasilMinecraftSessionService$1.class:?]
ย ย  ย at com.mojang.authlib.yggdrasil.YggdrasilMinecraftSessionService$1.load(YggdrasilMinecraftSessionService.java:57) [YggdrasilMinecraftSessionService$1.class:?]
ย ย  ย at com.google.common.cache.LocalCache$LoadingValueReference.loadFuture(LocalCache.java:3716) [guava-21.0.jar:?]
ย ย  ย at com.google.common.cache.LocalCache$Segment.loadSync(LocalCache.java:2424) [guava-21.0.jar:?]
ย ย  ย at com.google.common.cache.LocalCache$Segment.lockedGetOrLoad(LocalCache.java:2298) [guava-21.0.jar:?]
ย ย  ย at com.google.common.cache.LocalCache$Segment.get(LocalCache.java:2211) [guava-21.0.jar:?]
ย ย  ย at com.google.common.cache.LocalCache.get(LocalCache.java:4154) [guava-21.0.jar:?]
ย ย  ย at com.google.common.cache.LocalCache.getOrLoad(LocalCache.java:4158) [guava-21.0.jar:?]
ย ย  ย at com.google.common.cache.LocalCache$LocalLoadingCache.get(LocalCache.java:5147) [guava-21.0.jar:?]
ย ย  ย at com.google.common.cache.LocalCache$LocalLoadingCache.getUnchecked(LocalCache.java:5153) [guava-21.0.jar:?]
ย ย  ย at com.mojang.authlib.yggdrasil.YggdrasilMinecraftSessionService.fillProfileProperties(YggdrasilMinecraftSessionService.java:170) [YggdrasilMinecraftSessionService.class:?]
ย ย  ย at net.minecraft.client.Minecraft.getProfileProperties(Minecraft.java:3179) [Minecraft.class:?]
ย ย  ย at net.minecraft.client.resources.SkinManager$3.run(SkinManager.java:138) [SkinManager$3.class:?]
ย ย  ย at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) [?:1.8.0_171]
ย ย  ย at java.util.concurrent.FutureTask.run(FutureTask.java:266) [?:1.8.0_171]
ย ย  ย at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149) [?:1.8.0_171]
ย ย  ย at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624) [?:1.8.0_171]
ย ย  ย at java.lang.Thread.run(Thread.java:748) [?:1.8.0_171]

ย 

thats is all that shows up but its not when i use the item

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23 minutes ago, diesieben07 said:

Did you set breakpoints? You know how to use the debugger, right? If not: Look it up.

I set breakpoints and still nothing all I wanted was some help making the gun shoot ok? im new to this and I don't understand a lot of things and i looked it up and still nothing

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2 minutes ago, JDtheman19 said:

I set breakpoints and still nothing all I wanted was some help making the gun shoot ok? im new to this and I don't understand a lot of things and i looked it up and still nothing

If u set up breakpoints and nothing happened... then none of your code is getting called

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Just now, Cadiboo said:

If u set up breakpoints and nothing happened... then none of your code is getting called

Are you 100% sure you were using the debugger? What IDE are you using?

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Versions below 1.14.4ย are no longer supported on this forum.ย Use the latest version toย receive support.

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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How did you start the debugging process, how did you launch minecraft?

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...for Installer Issues:

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Where to get it:

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Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than Iย originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

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or alternately,ย 

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If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

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Posting your mod as a GitHub Repo:

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When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

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  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forgeโ€™s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like:ย https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
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[Workaround line, please ignore]

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1 minute ago, JDtheman19 said:

by pressing debug and selecting the client

Try setting a breakpoint at some code that you know 100% will be called (a registry event maybe) does the debugger ย pause the program?

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My Discordย -ย Cadiboo#8887

My Website -ย Cadiboo.github.io

My Mods -ย Cadiboo.github.io/projects

My Tutorials -ย Cadiboo.github.io/tutorials

Versions below 1.14.4ย are no longer supported on this forum.ย Use the latest version toย receive support.

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

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com).ย A list of bad sites can be foundย here, with more information available atย stopmodreposts.org

Edit your own signature atย www.minecraftforge.net/forum/settings/signature/ย (Make sure to check its compatibility with the Dark Theme)

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3 minutes ago, Cadiboo said:

Try setting a breakpoint at some code that you know 100% will be called (a registry event maybe) does the debugger ย pause the program?

I did and still nothing! im not joking here like seriously nothing and yes it suspends the game and i can press the play and it playsย 

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Like I said y idea was that you hold down right click it won't charge but it will move the item in your hand like a bow does but when you let go anytime an entity bullet that I made shoots out and goes far but not so quick to shoot the next shot

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It suspends?

Are you saying this happens in your code or JUST the registry event?

Ignore me

Edited by DaemonUmbra

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

ย 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, pleaseย take a look at theย StopModRepostsย project andย install theirย browser extension, I would also advise running a virus scan.

ย 

For playersย asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/:ย 100MB Requires member (Free)

https://pastebin.com/:ย 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, orย a site that has a countdown before offering downloads.

ย 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4ย and newer:

Post debug.log

Older versions:

Please update...

ย 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

ย 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log isย found in .minecraft\logs.

ย 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than Iย originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

ย 

ย 

ย 

or alternately,ย 

ย 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

ย 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

ย 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion boardย with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

ย 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

ย 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forgeโ€™s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like:ย https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forgeโ€™s MDK has provided (hence the strictness on which folderย git initย is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

ย 

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7 minutes ago, JDtheman19 said:

Like I said y idea was that you hold down right click it won't charge but it will move the item in your hand like a bow does but when you let go anytime an entity bullet that I made shoots out and goes far but not so quick to shoot the next shot

What happens and what do you want to happen exactly? Is the bullet entity spawning at all, is it spawning repeatedly?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 minute ago, Animefan8888 said:

What happens and what do you want to happen exactly? Is the bullet entity spawning at all, is it spawning repeatedly?

when I right click with the item it kinda uses the item like it goes down the back up like your placing a block. what I want to happen is when you hold down right click you have the bow kinda animation and whenever you release right-click it shoots but doesn't change the distance the bullet goes like the distance

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Just now, JDtheman19 said:

when I right click with the item it kinda uses the item like it goes down the back up like your placing a block. what I want to happen is when you hold down right click you have the bow kinda animation and whenever you release right-click it shoots but doesn't change the distance the bullet goes like the distance๏ปฟ

look at ItemBow, it uses onPlayerStoppedUsing to spawn and fire the arrow, this is the code that happens after releasing right click, but it doesn't care if you have held it down for the full amount of time. onItemUseFinish waits until the whole time has completed. And it has some code in onItemRightClick to see if it can be fired and setting the active hand.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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2 minutes ago, Animefan8888 said:

look at ItemBow, it uses onPlayerStoppedUsing to spawn and fire the arrow, this is the code that happens after releasing right click, but it doesn't care if you have held it down for the full amount of time. onItemUseFinish waits until the whole time has completed. And it has some code in onItemRightClick to see if it can be fired and setting the active hand.

Also look at maxUseDuration or whatever itโ€™s called.

ย 

copying the entire ItemBow class and modifying it to shoot your projectile would be a good way to get familiar with the methods

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My Discordย -ย Cadiboo#8887

My Website -ย Cadiboo.github.io

My Mods -ย Cadiboo.github.io/projects

My Tutorials -ย Cadiboo.github.io/tutorials

Versions below 1.14.4ย are no longer supported on this forum.ย Use the latest version toย receive support.

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

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com).ย A list of bad sites can be foundย here, with more information available atย stopmodreposts.org

Edit your own signature atย www.minecraftforge.net/forum/settings/signature/ย (Make sure to check its compatibility with the Dark Theme)

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5 minutes ago, Animefan8888 said:

look at ItemBow, it uses onPlayerStoppedUsing to spawn and fire the arrow, this is the code that happens after releasing right click, but it doesn't care if you have held it down for the full amount of time. onItemUseFinish waits until the whole time has completed. And it has some code in onItemRightClick to see if it can be fired and setting the active hand.

ย 

ย 

6 minutes ago, Cadiboo said:

Also look at maxUseDuration or whatever itโ€™s called.

ย 

copying the entire ItemBow class and modifying it to shoot your projectile would be a good way to get familiar with the methods

thank you thats all i was askingย 

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12 minutes ago, JDtheman19 said:

how would I make it shoot the bullet entity I made its j๏ปฟust a ball

You need to create and register a renderer for your Entities class.

13 minutes ago, JDtheman19 said:

how would I make it so the velocity never change

Look at EntityArrow#onUpdate it is where the motionX/Y/Z variables are modified.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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java.util.concurrent.ExecutionException: java.lang.ClassCastException: JDtheman19.jdsweirdbutusefulmod.item.ItemBase cannot be cast to net.minecraft.item.ItemArrow
ย ย  ย at java.util.concurrent.FutureTask.report(FutureTask.java:122) ~[?:1.8.0_171]
ย ย  ย at java.util.concurrent.FutureTask.get(FutureTask.java:192) ~[?:1.8.0_171]
ย ย  ย at net.minecraft.util.Util.runTask(Util.java:54) [Util.class:?]
ย ย  ย at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:798) [MinecraftServer.class:?]
ย ย  ย at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:743) [MinecraftServer.class:?]
ย ย  ย at net.minecraft.server.integrated.IntegratedServer.tick(IntegratedServer.java:192) [IntegratedServer.class:?]
ย ย  ย at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:592) [MinecraftServer.class:?]
ย ย  ย at java.lang.Thread.run(Thread.java:748) [?:1.8.0_171]
Caused by: java.lang.ClassCastException: JDtheman19.jdsweirdbutusefulmod.item.ItemBase cannot be cast to net.minecraft.item.ItemArrow
ย ย  ย at JDtheman19.jdsweirdbutusefulmod.item.tools.ToolWeapons.onPlayerStoppedUsing(ToolWeapons.java:119) ~[ToolWeapons.class:?]
ย ย  ย at net.minecraft.item.ItemStack.onPlayerStoppedUsing(ItemStack.java:628) ~[ItemStack.class:?]
ย ย  ย at net.minecraft.entity.EntityLivingBase.stopActiveHand(EntityLivingBase.java:3092) ~[EntityLivingBase.class:?]
ย ย  ย at net.minecraft.network.NetHandlerPlayServer.processPlayerDigging(NetHandlerPlayServer.java:692) ~[NetHandlerPlayServer.class:?]
ย ย  ย at net.minecraft.network.play.client.CPacketPlayerDigging.processPacket(CPacketPlayerDigging.java:56) ~[CPacketPlayerDigging.class:?]
ย ย  ย at net.minecraft.network.play.client.CPacketPlayerDigging.processPacket(CPacketPlayerDigging.java:12) ~[CPacketPlayerDigging.class:?]
ย ย  ย at net.minecraft.network.PacketThreadUtil$1.run(PacketThreadUtil.java:21) ~[PacketThreadUtil$1.class:?]
ย ย  ย at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) ~[?:1.8.0_171]
ย ย  ย at java.util.concurrent.FutureTask.run(FutureTask.java:266) ~[?:1.8.0_171]
ย ย  ย at net.minecraft.util.Util.runTask(Util.java:53) ~[Util.class:?]
ย ย  ย ... 5 more

ย 

ย 

ill update my entitybullet and toolweapon in the pastepin

https://pastebin.com/6nayD6aK

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51 minutes ago, Animefan8888 said:

You need to create and register a renderer for your Entities class.

Look at EntityArrow#onUpdate it is where the motionX/Y/Z variables are modified.

In your custom entity class (your custom entity class will probably end up extending entityArrow due to some interesting bugs that happen if you donโ€™t extend it) you can call onEntityUpdate() in your onUpdate method, instead of having to call super.onUpdate()

ย 

These two examples of code might help you

https://github.com/Cadiboo/WIPTech/blob/master/src/main/java/cadiboo/wiptech/entity/projectile/EntityParamagneticProjectile113.java

ย 

https://github.com/Cadiboo/WIPTech/blob/master/src/main/java/cadiboo/wiptech/entity/projectile/EntityParamagneticProjectile.java

About Me

Spoiler

My Discordย -ย Cadiboo#8887

My Website -ย Cadiboo.github.io

My Mods -ย Cadiboo.github.io/projects

My Tutorials -ย Cadiboo.github.io/tutorials

Versions below 1.14.4ย are no longer supported on this forum.ย Use the latest version toย receive support.

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

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com).ย A list of bad sites can be foundย here, with more information available atย stopmodreposts.org

Edit your own signature atย www.minecraftforge.net/forum/settings/signature/ย (Make sure to check its compatibility with the Dark Theme)

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    • This honestly might just work for you @SubscribeEvent public static void onScreenRender(ScreenEvent.Render.Post event) { final var player = Minecraft.getInstance().player; final var options = Minecraft.getInstance().options; if(!hasMyEffect(player)) return; // TODO: You provide hasMyEffect float f = Mth.lerp(event.getPartialTick(), player.oSpinningEffectIntensity, player.spinningEffectIntensity); float f1 = ((Double)options.screenEffectScale().get()).floatValue(); if(f <= 0F || f1 >= 1F) return; float p_282656_ = f * (1.0F - f1); final var p_282460_ = event.getGuiGraphics(); int i = p_282460_.guiWidth(); int j = p_282460_.guiHeight(); p_282460_.pose().pushPose(); float f5 = Mth.lerp(p_282656_, 2.0F, 1.0F); p_282460_.pose().translate((float)i / 2.0F, (float)j / 2.0F, 0.0F); p_282460_.pose().scale(f5, f5, f5); p_282460_.pose().translate((float)(-i) / 2.0F, (float)(-j) / 2.0F, 0.0F); float f4 = 0.2F * p_282656_; float f2 = 0.4F * p_282656_; float f3 = 0.2F * p_282656_; RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); RenderSystem.enableBlend(); RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE); p_282460_.setColor(f4, f2, f3, 1.0F); p_282460_.blit(new ResourceLocation("textures/misc/nausea.png"), 0, 0, -90, 0.0F, 0.0F, i, j, i, j); p_282460_.setColor(1.0F, 1.0F, 1.0F, 1.0F); RenderSystem.defaultBlendFunc(); RenderSystem.disableBlend(); RenderSystem.depthMask(true); RenderSystem.enableDepthTest(); p_282460_.pose().popPose(); } ย  Note: Most of this is directly copied from GameRenderer as you pointed out you found. The only thing you'll have to likely do is update the `oSpinningEffectIntensity` + `spinningEffectIntensity` variables on the player when your effect is applied. Which values should be there? Not 100% sure, might be a game of guess and check, but `handleNetherPortalClient` in LocalPlayer has some hard coded you might be able to start with.
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