Posted October 5, 20195 yr Hello, I'm trying to create an explosive arrow and I experienced one issue, using this onUpdate (Yeah copied the EntityArrow code) and using my bow (which is simply extends ItemBow) the arrow one it lands keep dying and respawn causing a horrible sound without creating any explosion. public class EntityExplosiveArrow extends EntityArrow { private int xTile; private int yTile; private int zTile; private Block inTile; private int inData; protected boolean inGround; protected int timeInGround; private int ticksInGround; private int ticksInAir; private double damage; /** The amount of knockback an arrow applies when it hits a mob. */ private int knockbackStrength; public EntityExplosiveArrow(World worldIn) { super(worldIn); } public EntityExplosiveArrow(World worldIn, double x, double y, double z) { super(worldIn, x, y, z); } public EntityExplosiveArrow(World worldIn, EntityLivingBase shooter) { super(worldIn, shooter); } @Override protected ItemStack getArrowStack() { return null; } @Override public void onUpdate() { if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) { float f = MathHelper.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ); this.rotationYaw = (float) (MathHelper.atan2(this.motionX, this.motionZ) * (180D / Math.PI)); this.rotationPitch = (float) (MathHelper.atan2(this.motionY, (double) f) * (180D / Math.PI)); this.prevRotationYaw = this.rotationYaw; this.prevRotationPitch = this.rotationPitch; } BlockPos blockpos = new BlockPos(this.xTile, this.yTile, this.zTile); IBlockState iblockstate = this.world.getBlockState(blockpos); Block block = iblockstate.getBlock(); if (iblockstate.getMaterial() != Material.AIR) { AxisAlignedBB axisalignedbb = iblockstate.getCollisionBoundingBox(this.world, blockpos); if (axisalignedbb != Block.NULL_AABB && axisalignedbb.offset(blockpos).contains(new Vec3d(this.posX, this.posY, this.posZ))) { this.inGround = true; } } if (this.arrowShake > 0) { --this.arrowShake; } if (this.inGround) { int j = block.getMetaFromState(iblockstate); if ((block != this.inTile || j != this.inData) && !this.world.collidesWithAnyBlock(this.getEntityBoundingBox().grow(0.05D))) { this.inGround = false; this.motionX *= (double) (this.rand.nextFloat() * 0.2F); this.motionY *= (double) (this.rand.nextFloat() * 0.2F); this.motionZ *= (double) (this.rand.nextFloat() * 0.2F); this.ticksInGround = 0; this.ticksInAir = 0; } else { ++this.ticksInGround; this.world.createExplosion(this, posX, posY, posZ, 4, true); this.setDead(); if (this.ticksInGround >= 1200) { this.setDead(); } } ++this.timeInGround; } else { this.timeInGround = 0; ++this.ticksInAir; Vec3d vec3d1 = new Vec3d(this.posX, this.posY, this.posZ); Vec3d vec3d = new Vec3d(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); RayTraceResult raytraceresult = this.world.rayTraceBlocks(vec3d1, vec3d, false, true, false); vec3d1 = new Vec3d(this.posX, this.posY, this.posZ); vec3d = new Vec3d(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); if (raytraceresult != null) { vec3d = new Vec3d(raytraceresult.hitVec.x, raytraceresult.hitVec.y, raytraceresult.hitVec.z); } Entity entity = this.findEntityOnPath(vec3d1, vec3d); if (entity != null) { raytraceresult = new RayTraceResult(entity); } if (raytraceresult != null && raytraceresult.entityHit instanceof EntityPlayer) { EntityPlayer entityplayer = (EntityPlayer) raytraceresult.entityHit; if (this.shootingEntity instanceof EntityPlayer && !((EntityPlayer) this.shootingEntity).canAttackPlayer(entityplayer)) { raytraceresult = null; } } if (raytraceresult != null && !net.minecraftforge.event.ForgeEventFactory.onProjectileImpact(this, raytraceresult)) { this.onHit(raytraceresult); } if (this.getIsCritical()) { for (int k = 0; k < 4; ++k) { this.world.spawnParticle(EnumParticleTypes.CRIT, this.posX + this.motionX * (double) k / 4.0D, this.posY + this.motionY * (double) k / 4.0D, this.posZ + this.motionZ * (double) k / 4.0D, -this.motionX, -this.motionY + 0.2D, -this.motionZ); } } this.posX += this.motionX; this.posY += this.motionY; this.posZ += this.motionZ; float f4 = MathHelper.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ); this.rotationYaw = (float) (MathHelper.atan2(this.motionX, this.motionZ) * (180D / Math.PI)); for (this.rotationPitch = (float) (MathHelper.atan2(this.motionY, (double) f4) * (180D / Math.PI)); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F) { ; } while (this.rotationPitch - this.prevRotationPitch >= 180.0F) { this.prevRotationPitch += 360.0F; } while (this.rotationYaw - this.prevRotationYaw < -180.0F) { this.prevRotationYaw -= 360.0F; } while (this.rotationYaw - this.prevRotationYaw >= 180.0F) { this.prevRotationYaw += 360.0F; } this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F; this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F; float f1 = 0.99F; float f2 = 0.05F; if (this.isInWater()) { for (int i = 0; i < 4; ++i) { float f3 = 0.25F; this.world.spawnParticle(EnumParticleTypes.WATER_BUBBLE, this.posX - this.motionX * 0.25D, this.posY - this.motionY * 0.25D, this.posZ - this.motionZ * 0.25D, this.motionX, this.motionY, this.motionZ); } f1 = 0.6F; } if (this.isWet()) { this.extinguish(); } this.motionX *= (double) f1; this.motionY *= (double) f1; this.motionZ *= (double) f1; if (!this.hasNoGravity()) { this.motionY -= 0.05000000074505806D; } this.setPosition(this.posX, this.posY, this.posZ); this.doBlockCollisions(); } }
October 5, 20195 yr You are already extending EntityArrow. Why did you copy its code again? Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
October 6, 20195 yr 13 hours ago, NoobMaster4000 said: Hello, I'm trying to create an explosive arrow and I experienced one issue, using this onUpdate (Yeah copied the EntityArrow code) and using my bow (which is simply extends ItemBow) the arrow one it lands keep dying and respawn causing a horrible sound without creating any explosion. If you want to create an explosion after hitting something, and you have already extended EntityArrow, you should override the onHit() method and add some code to make it explode.
October 7, 20195 yr Author On 10/6/2019 at 2:29 AM, poopoodice said: If you want to create an explosion after hitting something, and you have already extended EntityArrow, you should override the onHit() method and add some code to make it explode. Work! Thanks. Now I have to know why when I use the arrow I see it fall after I shoot the arrow. I mean, it works but I shoot the arrow and it "fell" on the ground but it teleports me where it lands. How is when I shoot the arrow: 2019-10-07 15-20-40.mp4 Edited October 7, 20195 yr by NoobMaster4000
October 7, 20195 yr Show your updated code. 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.
October 7, 20195 yr 8 hours ago, NoobMaster4000 said: Work! Thanks. Now I have to know why when I use the arrow I see it fall after I shoot the arrow. I mean, it works but I shoot the arrow and it "fell" on the ground but it teleports me where it lands. How is when I shoot the arrow: 2019-10-07 15-20-40.mp4 783.48 kB · 0 downloads You might have set the player's position to the arrow's pos somewhere in onHit().
October 7, 20195 yr Author 17 minutes ago, poopoodice said: You might have set the player's position to the arrow's pos somewhere in onHit(). @Override protected void onHit(RayTraceResult raytraceResultIn) { BlockPos blockpos = raytraceResultIn.getBlockPos(); if (this.shootingEntity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) this.shootingEntity; System.out.println(blockpos); int x = blockpos.getX(); int y = blockpos.getY(); int z = blockpos.getZ(); world.createExplosion(player, x, y, z, 4, true); this.setDead(); } } The system.out.println prints where the arrow lands (and where it create the explosion) Edited October 7, 20195 yr by NoobMaster4000
October 7, 20195 yr 12 minutes ago, NoobMaster4000 said: @Override protected void onHit(RayTraceResult raytraceResultIn) { BlockPos blockpos = raytraceResultIn.getBlockPos(); if (this.shootingEntity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) this.shootingEntity; System.out.println(blockpos); int x = blockpos.getX(); int y = blockpos.getY(); int z = blockpos.getZ(); world.createExplosion(player, x, y, z, 4, true); this.setDead(); } } The system.out.println prints where the arrow lands (and where it create the explosion) Have you change anything in onUpdate() Edited October 7, 20195 yr by poopoodice
October 7, 20195 yr Author 1 minute ago, poopoodice said: No it isn't. Sorry, I didn't see your question so I asked. I only added onHit The class: public class EntityTeleportArrow extends EntityArrow { public EntityTeleportArrow(World worldIn) { super(worldIn); } public EntityTeleportArrow(World worldIn, double x, double y, double z) { super(worldIn, x, y, z); } public EntityTeleportArrow(World worldIn, EntityLivingBase shooter) { super(worldIn, shooter); } @Override protected ItemStack getArrowStack() { return null; } @Override protected void onHit(RayTraceResult raytraceResultIn) { BlockPos blockpos = raytraceResultIn.getBlockPos(); if (this.shootingEntity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) this.shootingEntity; System.out.println(blockpos); int x = blockpos.getX(); int y = blockpos.getY(); int z = blockpos.getZ(); player.setPositionAndUpdate(x, y + 1, z); this.setDead(); } } }
October 7, 20195 yr 2 minutes ago, NoobMaster4000 said: Sorry, I didn't see your question so I asked. I only added onHit The class: public class EntityTeleportArrow extends EntityArrow { public EntityTeleportArrow(World worldIn) { super(worldIn); } public EntityTeleportArrow(World worldIn, double x, double y, double z) { super(worldIn, x, y, z); } public EntityTeleportArrow(World worldIn, EntityLivingBase shooter) { super(worldIn, shooter); } @Override protected ItemStack getArrowStack() { return null; } @Override protected void onHit(RayTraceResult raytraceResultIn) { BlockPos blockpos = raytraceResultIn.getBlockPos(); if (this.shootingEntity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) this.shootingEntity; System.out.println(blockpos); int x = blockpos.getX(); int y = blockpos.getY(); int z = blockpos.getZ(); player.setPositionAndUpdate(x, y + 1, z); this.setDead(); } } } So what are you asking is why the arrow falls directly into the ground when it shoots.
October 7, 20195 yr Author 3 minutes ago, poopoodice said: So what are you asking is why the arrow falls directly into the ground when it shoots. public class Bow extends ItemBow implements ModelManager { public Bow(String name) { setUnlocalizedName(name); setRegistryName(name); setMaxStackSize(1); setCreativeTab(Main.TOOLS_N_SWORD_TAB); InitItems.ITEMS.add(this); } @Override public void registerModels() { Main.proxy.registerItemRenderer(this, 0, "inventory"); } @Override public boolean hasEffect(ItemStack stack) { return true; } This ^^^ is my bow class. Using the vanilla bow is the same Arrow Render: public class ExplosiveArrow extends RenderArrow<EntitySimpleArrow> { public static final ResourceLocation TEXTURES = new ResourceLocation(Main.MODID + ":textures/entity/explosive_arrow.png"); public ExplosiveArrow(RenderManager manager) { super(manager); } @Override protected ResourceLocation getEntityTexture(EntitySimpleArrow entity) { return TEXTURES; } Register the arrow: public class InitEntity { public static void registerEntities() { registerEntity("explosive_arrow", EntitySimpleArrow.class, Main.ENTITY_EXPLOSIVE_ARRROW, 64, 20, false); registerEntity("teleport_arrow", EntityTeleportArrow.class, Main.ENTITY_TELEPORT_ARRROW, 64, 20, false); } private static void registerEntity(String name, Class<? extends Entity> entity, int id, int trackingRange, int updateFrequency, boolean sendsVelocityUpdates) { EntityRegistry.registerModEntity(new ResourceLocation(Main.MODID + ":" + name), entity, name, id, Main.instance, trackingRange, updateFrequency, sendsVelocityUpdates); } } Edited October 7, 20195 yr by NoobMaster4000
October 7, 20195 yr 4 minutes ago, NoobMaster4000 said: public class Bow extends ItemBow implements ModelManager { public Bow(String name) { setUnlocalizedName(name); setRegistryName(name); setMaxStackSize(1); setCreativeTab(Main.TOOLS_N_SWORD_TAB); InitItems.ITEMS.add(this); } @Override public void registerModels() { Main.proxy.registerItemRenderer(this, 0, "inventory"); } @Override public boolean hasEffect(ItemStack stack) { return true; } This ^^^ is my bow class. Using the vanilla bow is the same Where do you "create" and "shoot" the arrow? Edited October 7, 20195 yr by poopoodice
October 7, 20195 yr Author 2 minutes ago, poopoodice said: Where do you "create" and "shoot" the arrow? public class ExplosiveArrow extends ItemArrow implements ModelManager { public ExplosiveArrow(String name) { setRegistryName(name); setUnlocalizedName(name); setCreativeTab(Main.TOOLS_N_SWORD_TAB); InitItems.ITEMS.add(this); } @Override public EntityArrow createArrow(World world, ItemStack stack, EntityLivingBase shooter) { EntitySimpleArrow arrow = new EntitySimpleArrow(world, shooter); arrow.setDamage(1); return arrow; } @Override public void registerModels() { Main.proxy.registerItemRenderer(this, 0, "inventory"); } }
October 7, 20195 yr 3 minutes ago, NoobMaster4000 said: public class ExplosiveArrow extends ItemArrow implements ModelManager { public ExplosiveArrow(String name) { setRegistryName(name); setUnlocalizedName(name); setCreativeTab(Main.TOOLS_N_SWORD_TAB); InitItems.ITEMS.add(this); } @Override public EntityArrow createArrow(World world, ItemStack stack, EntityLivingBase shooter) { EntitySimpleArrow arrow = new EntitySimpleArrow(world, shooter); arrow.setDamage(1); return arrow; } @Override public void registerModels() { Main.proxy.registerItemRenderer(this, 0, "inventory"); } } I'm not sure but I think you will need to override and rewrite some methods in your bow class. Edited October 7, 20195 yr by poopoodice
October 7, 20195 yr Author 1 minute ago, poopoodice said: I'm not sure but I think you might need to override and rewrite some methods in your bow class. But the vanilla bow is the same with my arrows, I mean same animation (in the video) Edited October 7, 20195 yr by NoobMaster4000
October 7, 20195 yr 41 minutes ago, NoobMaster4000 said: Main.ENTITY_EXPLOSIVE_ARRROW, 64, 20, false); Try changing false to true when you register it. You should also be using the Registry event for entities. 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.
October 8, 20195 yr Author 53 minutes ago, Animefan8888 said: Try changing false to true when you register it. You should also be using the Registry event for entities. It works! thanks. A little question; if I want to teleport me far do I have to change the 64 to >64 (I mean more like "400")?
October 8, 20195 yr 1 minute ago, NoobMaster4000 said: It works! thanks. A little question; if I want to teleport me far do I have to change the 64 to >64 (I mean more like "400")? Umm no. The 64 in the registering is the tracking distance; it has nothing to do with the teleport distance. You can edit your bow to shoot the arrow with more velocity. Edited October 8, 20195 yr by DavidM Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
October 8, 20195 yr Author 2 minutes ago, DavidM said: Umm no. The 64 in the registering is the tracking distance; it has nothing to do with the teleport distance. You can edit your bow to shoot the arrow with more velocity. Teleport or create the explosion... It was the same. I had the same problem. Oh, okay then I didn't get teleported because low render distance (was 4)
October 8, 20195 yr 5 minutes ago, NoobMaster4000 said: Teleport or create the explosion... It was the same. I had the same problem. The tracking distance determines whether the entity should be rendered at a certain distance. It does not affect aspects like teleportation and explosion. Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
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