Posted May 25, 20196 yr Here is my problem. I have create a custom bow which is working fine but when I am increasing the velocity of the arrows, the arrows have an offset when flying. They are not flying as straight as the arrows from the vanilla bow. Here is my code: public class BasicBow extends ItemBow{ public BasicBow(String name) { setRegistryName(name); setUnlocalizedName(name); setMaxDamage(384); this.addPropertyOverride(new ResourceLocation("pull"), new IItemPropertyGetter() { @SideOnly(Side.CLIENT) public float apply(ItemStack stack, @Nullable World worldIn, @Nullable EntityLivingBase entityIn) { if (entityIn == null) { return 0.0F; } else { return !(entityIn.getActiveItemStack().getItem() instanceof ItemBow) ? 0.0F : (float)(stack.getMaxItemUseDuration() - entityIn.getItemInUseCount()) / 20f; } } }); } @Override public void onPlayerStoppedUsing(ItemStack stack, World worldIn, EntityLivingBase entityLiving, int timeLeft) { if (entityLiving instanceof EntityPlayer) { EntityPlayer entityplayer = (EntityPlayer)entityLiving; boolean flag = entityplayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantments.INFINITY, stack) > 0; ItemStack itemstack = this.findAmmo(entityplayer); int i = this.getMaxItemUseDuration(stack) - timeLeft; i = net.minecraftforge.event.ForgeEventFactory.onArrowLoose(stack, worldIn, entityplayer, i, !itemstack.isEmpty() || flag); if (i < 0) return; if (!itemstack.isEmpty() || flag) { if (itemstack.isEmpty()) { itemstack = new ItemStack(Items.ARROW); } float f = getArrowVelocity(i); if ((double)f >= 0.1D) { boolean flag1 = entityplayer.capabilities.isCreativeMode || (itemstack.getItem() instanceof ItemArrow && ((ItemArrow) itemstack.getItem()).isInfinite(itemstack, stack, entityplayer)); if (!worldIn.isRemote) { ItemArrow itemarrow = (ItemArrow)(itemstack.getItem() instanceof ItemArrow ? itemstack.getItem() : Items.ARROW); EntityArrow entityarrow = itemarrow.createArrow(worldIn, itemstack, entityplayer); entityarrow = this.customizeArrow(entityarrow); entityarrow.shoot(entityplayer, entityplayer.rotationPitch, entityplayer.rotationYaw, 0.0F, f * 4, 1f); if (f == 1.0F) { entityarrow.setIsCritical(true); } int j = EnchantmentHelper.getEnchantmentLevel(Enchantments.POWER, stack); if (j > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double)j * 0.5D + 0.5D + settings.getDamage()); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantments.PUNCH, stack); if (k > 0) { entityarrow.setKnockbackStrength(k); } if (EnchantmentHelper.getEnchantmentLevel(Enchantments.FLAME, stack) > 0) { entityarrow.setFire(100); } stack.damageItem(1, entityplayer); if (flag1 || entityplayer.capabilities.isCreativeMode && (itemstack.getItem() == Items.SPECTRAL_ARROW || itemstack.getItem() == Items.TIPPED_ARROW)) { entityarrow.pickupStatus = EntityArrow.PickupStatus.CREATIVE_ONLY; } worldIn.spawnEntity(entityarrow); } worldIn.playSound((EntityPlayer)null, entityplayer.posX, entityplayer.posY, entityplayer.posZ, SoundEvents.ENTITY_ARROW_SHOOT, SoundCategory.PLAYERS, 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (!flag1 && !entityplayer.capabilities.isCreativeMode) { itemstack.shrink(1); if (itemstack.isEmpty()) { entityplayer.inventory.deleteStack(itemstack); } } entityplayer.addStat(StatList.getObjectUseStats(this)); } } } } } In this line I am applying the velocity: entityarrow.shoot(entityplayer, entityplayer.rotationPitch, entityplayer.rotationYaw, 0.0F, f * 4.5f, 1f); When I multiply f with an float higher than 4 the bug is occuring. It would be nice if you can help me. Edited May 25, 20196 yr by MrMarnic
May 26, 20196 yr Author The strange thing is it is working if the velocity is 4 or minor. Then the bug is occuring. Edited May 26, 20196 yr by MrMarnic
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.