Jump to content

Recommended Posts

Posted

How do I suppose to change a custom entity's collision box, note the entity isn't a livingbased entity, it's more similar to projectiles, I've checked the vanilla fireball entity class, render class, and model class but I either missed or didn't notice that there are any thing that is related to the bounding box. If so, which method should I use in which class of the entity? 

Posted

Pretty sure Entity#setSize() should do the trick. It's called in the constructor of your entity class.

Fancy 3D Graphing Calculator mod, with many different coordinate systems.

Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.

Posted
6 hours ago, SerpentDagger said:

Pretty sure Entity#setSize() should do the trick. It's called in the constructor of your entity class.

I do notice about that function, I just wondered how does it generate the collision box within only two arguments (doubles)

Posted

It sets both the width and depth to the first argument, and the height to the second. You can see the specifics in Entity#setSize().

Fancy 3D Graphing Calculator mod, with many different coordinate systems.

Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.

Posted

Looks like it returns an (x, y, z) representation of the pitch and yaw of the entity. Seems like it's got a magnitude of 1, since Entity#getVectorForRotation() uses straight trigonometric functions and no scalar.

 

Also, it might help you out if you find how to open declarations and view references in your development program. In Eclipse, you right-click on the thing you want to view, and then > Open Declaration, or r-click > References > Workspace. It's a really useful tool for finding where/how something happens.

Fancy 3D Graphing Calculator mod, with many different coordinate systems.

Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.

Posted
5 minutes ago, SerpentDagger said:

Looks like it returns an (x, y, z) representation of the pitch and yaw of the entity. Seems like it's got a magnitude of 1, since Entity#getVectorForRotation() uses straight trigonometric functions and no scalar.

 

Also, it might help you out if you find how to open declarations and view references in your development program. In Eclipse, you right-click on the thing you want to view, and then > Open Declaration, or r-click > References > Workspace. It's a really useful tool for finding where/how something happens.

yea I do know you can ctrl left-click the method to open the declaration, I was just wondering how to make an entity that launches base on where the player's aiming...... and that's a lot more harder than I thought. Thanks for your tips tho. Do you think it is easier for EntityBullet to extend EntityThrowable or just Entity? I tried lots of things based on fireball but they all act weird or not function properly.

Posted

Actually, for a bullet I'd try extending EntityArrow, or remaking some of its code with IProjectile implementation & Entity extension. I think it already does everything you're likely to want it to.

  • Like 1

Fancy 3D Graphing Calculator mod, with many different coordinate systems.

Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.

Posted
9 minutes ago, SerpentDagger said:

Actually, for a bullet I'd try extending EntityArrow, or remaking some of its code with IProjectile implementation & Entity extension. I think it already does everything you're likely to want it to.

Ive read the code of those projectiles, they are really confusing because they too much math calculations and different variables such as motions, accelerations etc. (I’m suck at mechanics). But yeah, I will try again later on. Just one last question, I’ve checked Mr Crayfish's gun mod and flansmod source code, why did they wrote such complicate code, isn’t bullet just a simple entity?

Posted

I think most of what you're referring to is the raycasting, right? My suspicion is that it increases the accuracy of hit-detection with fast-moving objects. If you only check collisions every 20th of a second, then if your entity is traveling at more than (20)(the target's bounding box size + projectile's bounding box size) per second, there will be unchecked gaps, which mean that your projectile would have a {[(gap size per second)/(speed per second)] * 100} percent chance of failing for every shot that should've hit.

Fancy 3D Graphing Calculator mod, with many different coordinate systems.

Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.

Posted
7 hours ago, SerpentDagger said:

I think most of what you're referring to is the raycasting, right? My suspicion is that it increases the accuracy of hit-detection with fast-moving objects. If you only check collisions every 20th of a second, then if your entity is traveling at more than (20)(the target's bounding box size + projectile's bounding box size) per second, there will be unchecked gaps, which mean that your projectile would have a {[(gap size per second)/(speed per second)] * 100} percent chance of failing for every shot that should've hit.

That's exactly what Im trying to say. The projectile start acting weird when its acceleration gets too high. The bounding box gets weird as well.

Posted
3 minutes ago, poopoodice said:

The projectile start acting weird when its acceleration gets too high. The bounding box gets weird as well.

That's because the bullet moves past the entity. It never collides because it was never actually in the same space as the entity. Ray Tracing is a way to ask the world if there is anything between point A and point B. If there is then you handle that accordingly.

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 (edited)
5 minutes ago, Animefan8888 said:

That's because the bullet moves past the entity. It never collides because it was never actually in the same space as the entity. Ray Tracing is a way to ask the world if there is anything between point A and point B. If there is then you handle that accordingly.

So basically I fI want to make I bullet, I dont even have to "launch" the bullet, I just damage the nearest entity that is on the path? Will it work if I done something like that.

Edited by poopoodice
Posted
Just now, poopoodice said:

So basically I fI want to make I bullet, I dont even have to "launch" the bullet, I just damage the nearest entity that is on the path?

Technically yes, but it wouldn't allow for the target to move out of the way.

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
24 minutes ago, Animefan8888 said:

Technically yes, but it wouldn't allow for the target to move out of the way.

What do you mean by "wouldn't allow for the target to move out of the way." Does you mean the entity wont be able to move or ?

Posted
Just now, poopoodice said:

Does you mean the entity wont be able to move or ?

If you used ray tracing to represent the bullet, and didn't use an Entity at all. Your ray tracing would happen in a single tick before the target of the shooter could move. Long range shots would be instant. There would be no leading your shot.

  • Like 1

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 (edited)
18 minutes ago, Animefan8888 said:

If you used ray tracing to represent the bullet, and didn't use an Entity at all. Your ray tracing would happen in a single tick before the target of the shooter could move. Long range shots would be instant. There would be no leading your shot.

Sounds nice isnt it? It makes everything much easier although it will not be as real as others; ).

Another question is do I still need to make an entity for this or can I just simply do it in the gun init?

 

But does that also means that I can't make such stuff like bullet holes, particles etc.?

Edited by poopoodice

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Version 1.19 - Forge 41.0.63 I want to create a wolf entity that I can ride, so far it seems to be working, but the problem is that when I get on the wolf, I can’t control it. I then discovered that the issue is that the server doesn’t detect that I’m riding the wolf, so I’m struggling with synchronization. However, it seems to not be working properly. As I understand it, the server receives the packet but doesn’t register it correctly. I’m a bit new to Java, and I’ll try to provide all the relevant code and prints *The comments and prints are translated by chatgpt since they were originally in Spanish* Thank you very much in advance No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. MountableWolfEntity package com.vals.valscraft.entity; import com.vals.valscraft.network.MountSyncPacket; import com.vals.valscraft.network.NetworkHandler; import net.minecraft.client.Minecraft; import net.minecraft.network.syncher.EntityDataAccessor; import net.minecraft.network.syncher.EntityDataSerializers; import net.minecraft.network.syncher.SynchedEntityData; import net.minecraft.server.MinecraftServer; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.Mob; import net.minecraft.world.entity.ai.attributes.AttributeSupplier; import net.minecraft.world.entity.ai.attributes.Attributes; import net.minecraft.world.entity.animal.Wolf; import net.minecraft.world.entity.player.Player; import net.minecraft.world.entity.Entity; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; import net.minecraft.world.phys.Vec3; import net.minecraftforge.event.TickEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.network.PacketDistributor; public class MountableWolfEntity extends Wolf { private boolean hasSaddle; private static final EntityDataAccessor<Byte> DATA_ID_FLAGS = SynchedEntityData.defineId(MountableWolfEntity.class, EntityDataSerializers.BYTE); public MountableWolfEntity(EntityType<? extends Wolf> type, Level level) { super(type, level); this.hasSaddle = false; } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(DATA_ID_FLAGS, (byte)0); } public static AttributeSupplier.Builder createAttributes() { return Wolf.createAttributes() .add(Attributes.MAX_HEALTH, 20.0) .add(Attributes.MOVEMENT_SPEED, 0.3); } @Override public InteractionResult mobInteract(Player player, InteractionHand hand) { ItemStack itemstack = player.getItemInHand(hand); if (itemstack.getItem() == Items.SADDLE && !this.hasSaddle()) { if (!player.isCreative()) { itemstack.shrink(1); } this.setSaddle(true); return InteractionResult.SUCCESS; } else if (!level.isClientSide && this.hasSaddle()) { player.startRiding(this); MountSyncPacket packet = new MountSyncPacket(true); // 'true' means the player is mounted NetworkHandler.CHANNEL.sendToServer(packet); // Ensure the server handles the packet return InteractionResult.SUCCESS; } return InteractionResult.PASS; } @Override public void travel(Vec3 travelVector) { if (this.isVehicle() && this.getControllingPassenger() instanceof Player) { System.out.println("The wolf has a passenger."); System.out.println("The passenger is a player."); Player player = (Player) this.getControllingPassenger(); // Ensure the player is the controller this.setYRot(player.getYRot()); this.yRotO = this.getYRot(); this.setXRot(player.getXRot() * 0.5F); this.setRot(this.getYRot(), this.getXRot()); this.yBodyRot = this.getYRot(); this.yHeadRot = this.yBodyRot; float forward = player.zza; float strafe = player.xxa; if (forward <= 0.0F) { forward *= 0.25F; } this.flyingSpeed = this.getSpeed() * 0.1F; this.setSpeed((float) this.getAttributeValue(Attributes.MOVEMENT_SPEED) * 1.5F); this.setDeltaMovement(new Vec3(strafe, travelVector.y, forward).scale(this.getSpeed())); this.calculateEntityAnimation(this, false); } else { // The wolf does not have a passenger or the passenger is not a player System.out.println("No player is mounted, or the passenger is not a player."); super.travel(travelVector); } } public boolean hasSaddle() { return this.hasSaddle; } public void setSaddle(boolean hasSaddle) { this.hasSaddle = hasSaddle; } @Override protected void dropEquipment() { super.dropEquipment(); if (this.hasSaddle()) { this.spawnAtLocation(Items.SADDLE); this.setSaddle(false); } } @SubscribeEvent public static void onServerTick(TickEvent.ServerTickEvent event) { if (event.phase == TickEvent.Phase.START) { MinecraftServer server = net.minecraftforge.server.ServerLifecycleHooks.getCurrentServer(); if (server != null) { for (ServerPlayer player : server.getPlayerList().getPlayers()) { if (player.isPassenger() && player.getVehicle() instanceof MountableWolfEntity) { MountableWolfEntity wolf = (MountableWolfEntity) player.getVehicle(); System.out.println("Tick: " + player.getName().getString() + " is correctly mounted on " + wolf); } } } } } private boolean lastMountedState = false; @Override public void tick() { super.tick(); if (!this.level.isClientSide) { // Only on the server boolean isMounted = this.isVehicle() && this.getControllingPassenger() instanceof Player; // Only print if the state changed if (isMounted != lastMountedState) { if (isMounted) { Player player = (Player) this.getControllingPassenger(); // Verify the passenger is a player System.out.println("Server: Player " + player.getName().getString() + " is now mounted."); } else { System.out.println("Server: The wolf no longer has a passenger."); } lastMountedState = isMounted; } } } @Override public void addPassenger(Entity passenger) { super.addPassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(true)); } } } @Override public void removePassenger(Entity passenger) { super.removePassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is no longer mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(false)); } } } @Override public boolean isControlledByLocalInstance() { Entity entity = this.getControllingPassenger(); return entity instanceof Player; } @Override public void positionRider(Entity passenger) { if (this.hasPassenger(passenger)) { double xOffset = Math.cos(Math.toRadians(this.getYRot() + 90)) * 0.4; double zOffset = Math.sin(Math.toRadians(this.getYRot() + 90)) * 0.4; passenger.setPos(this.getX() + xOffset, this.getY() + this.getPassengersRidingOffset() + passenger.getMyRidingOffset(), this.getZ() + zOffset); } } } MountSyncPacket package com.vals.valscraft.network; import com.vals.valscraft.entity.MountableWolfEntity; import net.minecraft.network.FriendlyByteBuf; import net.minecraft.server.level.ServerLevel; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.player.Player; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class MountSyncPacket { private final boolean isMounted; public MountSyncPacket(boolean isMounted) { this.isMounted = isMounted; } public void encode(FriendlyByteBuf buffer) { buffer.writeBoolean(isMounted); } public static MountSyncPacket decode(FriendlyByteBuf buffer) { return new MountSyncPacket(buffer.readBoolean()); } public void handle(NetworkEvent.Context context) { context.enqueueWork(() -> { ServerPlayer player = context.getSender(); // Get the player from the context if (player != null) { // Verifies if the player has dismounted if (!isMounted) { Entity vehicle = player.getVehicle(); if (vehicle instanceof MountableWolfEntity wolf) { // Logic to remove the player as a passenger wolf.removePassenger(player); System.out.println("Server: Player " + player.getName().getString() + " is no longer mounted."); } } } }); context.setPacketHandled(true); // Marks the packet as handled } } networkHandler package com.vals.valscraft.network; import com.vals.valscraft.valscraft; import net.minecraft.resources.ResourceLocation; import net.minecraftforge.network.NetworkRegistry; import net.minecraftforge.network.simple.SimpleChannel; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class NetworkHandler { private static final String PROTOCOL_VERSION = "1"; public static final SimpleChannel CHANNEL = NetworkRegistry.newSimpleChannel( new ResourceLocation(valscraft.MODID, "main"), () -> PROTOCOL_VERSION, PROTOCOL_VERSION::equals, PROTOCOL_VERSION::equals ); public static void init() { int packetId = 0; // Register the mount synchronization packet CHANNEL.registerMessage( packetId++, MountSyncPacket.class, MountSyncPacket::encode, MountSyncPacket::decode, (msg, context) -> msg.handle(context.get()) // Get the context with context.get() ); } }  
    • Do you use features of inventory profiles next (ipnext) or is there a change without it?
    • Remove rubidium - you are already using embeddium, which is a fork of rubidium
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.