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[1.12.2] Entity extending EntityThrowable not rendering correctly


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Posted

Hello all,

 

I have a grenade I created which is extended from EntityThrowable class and rendered by RenderSnowball.

I also have overridden a couple of methods from the parent.

 

While the entity behaves as programmed (explodes after fuse expires), the rendering on the client does not have as expected.

The explosion takes place more or less where I expect it, the renderer on the client has the grenade dropping straight down (default behavior of parent class).

 

I search around to see how Entities typically behave - a mirror version runs on both client and server sides, [and packets from the server keep them in sync?] but it is unclear why the difference in behavior.  The item from which the entity is spawned spawns from the server side with an "if (!world.remote)" statement

 

Here is the code:

Item Class which spawns the grenade:

 

public class ItemGrenade extends Item implements IHas1Model {
	private static 	String name = "grenade";

	public ItemGrenade() {
		this.setUnlocalizedName(name);
		this.setRegistryName(name);
		this.setCreativeTab(CreativeTabs.COMBAT);
		this.setMaxStackSize(18);
	}
	
	/**
	* Called whenever this item is equipped and the right mouse button is pressed.
	* @param: itemStack, world, entityPlayer
	*/
	@Override
	public ActionResult<ItemStack> onItemRightClick(World world, EntityPlayer player,
			EnumHand handIn) {
		if (!world.isRemote) { world.spawnEntity(new EntityGrenade(world, player)); }
		return super.onItemRightClick(world, player, handIn);
	}

  	//called from Client proxy
	@Override
	public void registerModel() {	
		Grenadier.proxy.registerModel(this,0,"inventory");
	}

}

 

Entity Class

package net.chonacky.minecraft.mod.grenadier;

import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityThrowable;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.util.math.Vec2f;
import net.minecraft.world.World;

public class EntityGrenade extends EntityThrowable {
	
	private int fuse;


	public EntityGrenade(World world, EntityLivingBase player) {
		super(world, player);
		this.fuse = 20;
		this.noClip=true;
		double vFactor = 0.5D;
		Vec2f pitchYaw = player.getPitchYaw();
		double pitch = pitchYaw.y;
		double yaw = pitchYaw.x;

		double xVeloc = 0-(vFactor*(Math.sin(yaw)));
		double yVeloc = 0-(vFactor*(Math.sin(pitch)));
		double zVeloc = vFactor*(Math.cos(yaw));
		this.setVelocity(xVeloc, yVeloc, zVeloc);
		
//  Debugging code		
//		System.out.println("Pitch : "+pitch+"  Yaw : "+yaw);
//		System.out.println("Xfactor: " + Math.sin(yaw) );
//		System.out.println("x velocity = "+ xVeloc +
//				"	y velocity = "+yVeloc+
//				"	z velocity = "+zVeloc);
	}

	//not used
	public EntityGrenade(World worldIn, double posX,
			double posY, double posZ) {
		super(worldIn, posX, posY, posZ);
	}



	@Override
	public void onUpdate() {
		super.onUpdate();
		if (this.world.isRemote) {
			System.out.println("X : " + this.posX+"	"+"Y : " + this.posY+"	"+"Z : " + this.posZ);
		}
		//Decrement Fuse		
		this.fuse--;	
		//Blow up if fuse runs out
		if (this.fuse <= 0){
			for (int i = 0; i < 8; ++i) {		
				//EnumParticleTypes particleType, double xCoord, double yCoord, double zCoord, double xSpeed, double ySpeed, double zSpeed, int... parameters)
				this.world.spawnParticle(EnumParticleTypes.CLOUD, this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D);
			}
			if (!this.world.isRemote) {
				this.world.newExplosion(this, this.posX, this.posY, this.posZ, 1.5F, false, true);
				this.setDead();
			}
		}
	}

	//stop if grenade hits something	
	@Override
	protected void onImpact(RayTraceResult movObjPos) {
		if ((movObjPos.entityHit != null) && (!this.world.isRemote)) { 
			movObjPos.entityHit.attackEntityFrom(DamageSource.causePlayerDamage((EntityPlayer) this.getThrower()),1);
			this.posX = movObjPos.entityHit.posX;
			this.posY = movObjPos.entityHit.posY+0.01F;
			this.posZ = movObjPos.entityHit.posZ;
			this.motionX=0F;
			this.motionY=0F;
			this.motionZ=0F;
			
		}
		else { //didn't hit an entity (hit a block)
		//Bounce Grenade
		//Which side was hit. : 
				if ( movObjPos.sideHit == EnumFacing.UP) { //top hit

		            this.motionX *= 0.699999988079071D;
		            this.motionZ *= 0.699999988079071D;
		            this.motionY *= -0.5D;
				}
				else { 
					if ( (movObjPos.sideHit == EnumFacing.EAST) || (movObjPos.sideHit == EnumFacing.WEST)) { // east/west hit
					this.motionZ = -(0.9 * this.motionZ);
					}
					else { 
						if ( (movObjPos.sideHit == EnumFacing.NORTH) || (movObjPos.sideHit == EnumFacing.SOUTH)) {// north/south hit
							this.motionX = -(0.9 * this.motionX);
						}
						else {
							if (movObjPos.sideHit == EnumFacing.DOWN) { //bottom hit
								this.motionY = -(0.9 * this.motionY);
							}
							else {
								return; /// none of the above
							}
						}
					}
				}

		
		}
	}
	
}
	

 

 

Registration Class:

 

@EventBusSubscriber(modid = Grenadier.MODID)
public class Registry {
	

public static int ID=0;
	
	
	//ObjectHolders
	@ObjectHolder(Grenadier.MODID)
	public	static class Objects {
		public static  Item grenade = new ItemGrenade();
		public static  Item myfireball = new ItemMyFireball();
		public static  EntityEntry entityGrenade = EntityEntryBuilder.create()
				.entity(EntityGrenade.class)
				.id("grenade", ID++)
			    .tracker(64, 20, false)
				.name("grenade")
				.build();
	}

	
	//Register Items
	@SubscribeEvent
	public static void registerItems(Register<Item> event) {
		event.getRegistry().registerAll( 
				Objects.grenade,Objects.myfireball); }
	
	
	//Register Entities
	@SubscribeEvent
	public static void registerEntities(Register<EntityEntry> event) {
		event.getRegistry().register(Objects.entityGrenade);
	}
	
	
	//Register Models
	@SubscribeEvent
	public static void registerModels(ModelRegistryEvent event) {
		((IHas1Model)Objects.myfireball).registerModel();
		((IHas1Model)Objects.grenade).registerModel();
	}
	
	
}

 

...and finally, the client proxy (server proxy has empty versions of applicable methods)

 

public class ClientProxy extends ServerProxy {
	
	public void registerModel(Item item, int i, String type) {
		ModelLoader.setCustomModelResourceLocation(item, i, new ModelResourceLocation(item.getRegistryName(), type));
	}
	
	public void RegisterRenderers() {
		
	  	//Register RenderSnowball as renderer for EntityGrenade using ItemGrenade texture
     	RenderingRegistry.registerEntityRenderingHandler(EntityGrenade.class, new IRenderFactory <EntityGrenade>() {
    		@Override
    		public Render<? super Entity> createRenderFor(RenderManager manager) 
    			{ return (Render<? super Entity>)new RenderSnowball<Entity>(manager,
						Registry.Objects.grenade, Minecraft.getMinecraft().getRenderItem()); }	 
    		});
	}	

}

 

 

Thank you all in advance.

/P

Posted

@PhilipChonacky 

IHasModel is a terrible method of applying a model to an Item. All Items have models and all the required information to register a model to an item is public. You can just register the item in the ModelRegistryEvent by calling your ClientProxy method from there.

 

However on to your actual problem. I have to theories one being since you call the super method in onUpdate the default behavior applies. Or it's the fact that you are only setting the entity to dead on the server(might be synced, unsure). I believe the first one has a higher probability. Try stepping through the code in the debugger to find out what is happening.

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.

Posted

Could you post the code to a github repo? It's easier than us asking for each individual file.

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.

 

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, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players 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/100MB Requires member (Free)

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

https://hastebin.com/: 400KB

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

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...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

 

Where to get it:

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

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I 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

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

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

 

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.

 

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 board with a description of the Ad.

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

 

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.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’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: 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 Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted
4 minutes ago, Animefan8888 said:

@PhilipChonacky 

IHasModel is a terrible method of applying a model to an Item. All Items have models and all the required information to register a model to an item is public. You can just register the item in the ModelRegistryEvent by calling your ClientProxy method from there.

Is there an IHasModel in the Forge code somewhere?  I created my own since I could more easily cast the calls on the methods in the Item classes, but your way sounds more direct so I'll try that instead.

 

4 minutes ago, Animefan8888 said:

However on to your actual problem. I have to theories one being since you call the super method in onUpdate the default behavior applies. Or it's the fact that you are only setting the entity to dead on the server(might be synced, unsure). I believe the first one has a higher probability. Try stepping through the code in the debugger to find out what is happening.

OK, I'll do some debugging and post my results.

I'll also try dropping the call to the super method below my code (although I can't do that for the constructor)

Posted
3 minutes ago, PhilipChonacky said:

Is there an IHasModel in the Forge code somewhere

No, there is no need simple iterating through your Item instances and calling

ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory")); 

Is enough

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.

Posted

...ClientProxy extends ServerProxy...

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to 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). A list of bad sites can be found here, with more information available at stopmodreposts.org

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

Posted

OK, So I solved this.

 

There is a method in EntityBuilder to set the the tracker parameters.  The 3rd parameter is "sendVelocityUpdates" which apparently turns updates to the Client on/off (I had it set to false)

 

	public static EntityEntry eG = (EntityEntryBuilder.create()
              .entity(EntityGrenade.class)
              .id("grenade", ID++)
              .tracker(64, 20, true)	//set to "true" to send velocity updates to Client side
              .name("grenade")
              .build());

 

Posted

You should be using EntityEntryBuilder anyway.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
1 hour ago, Draco18s said:

You should be using EntityEntryBuilder anyway.

I am.

 

	public static EntityEntry eG = (EntityEntryBuilder.create()
              .entity(EntityGrenade.class)
              .id("grenade", ID++)
              .tracker(64, 20, true)	//set to "true" to send velocity updates to Client side
              .name("grenade")
              .build());

 

Posted

Yeah, I totally couldn't tell from your previous post with that same code in it.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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