Jump to content

Recommended Posts

Posted

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();
		}
	}
Posted

You are already extending EntityArrow. Why did you copy its code again?

Some tips:

  Reveal hidden contents

 

Posted
  On 10/5/2019 at 11:25 AM, 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.

Expand  

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.

Posted (edited)
  On 10/6/2019 at 12:29 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.

Expand  

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:

Edited by NoobMaster4000
Posted

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.

Posted
  On 10/7/2019 at 1:05 PM, 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:

 

Expand  

You might have set the player's position to the arrow's pos somewhere in onHit().

Posted (edited)

 

  On 10/7/2019 at 10:01 PM, poopoodice said:

You might have set the player's position to the arrow's pos somewhere in onHit().

Expand  
@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 by NoobMaster4000
Posted (edited)
  On 10/7/2019 at 10:19 PM, 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)

Expand  

Have you change anything in onUpdate()

Edited by poopoodice
Posted
  On 10/7/2019 at 10:33 PM, poopoodice said:

No it isn't.

Expand  

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();
		}
	}
}

 

Posted
  On 10/7/2019 at 10:35 PM, 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();
		}
	}
}

 

Expand  

So what are you asking is why the arrow falls directly into the ground when it shoots.

 

Posted (edited)
  On 10/7/2019 at 10:39 PM, poopoodice said:

So what are you asking is why the arrow falls directly into the ground when it shoots.

 

Expand  
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 by NoobMaster4000
Posted (edited)
  On 10/7/2019 at 10:41 PM, 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

Expand  

Where do you "create" and "shoot" the arrow?

Edited by poopoodice
Posted
  On 10/7/2019 at 10:45 PM, poopoodice said:

Where do you "create" and "shoot" the arrow?

Expand  
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");
	}
}

 

Posted (edited)
  On 10/7/2019 at 10:48 PM, 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");
	}
}

 

Expand  

I'm not sure but I think you will need to override and rewrite some methods in your bow class.

Edited by poopoodice
Posted
  On 10/7/2019 at 10:41 PM, NoobMaster4000 said:

Main.ENTITY_EXPLOSIVE_ARRROW, 64, 20, false);

Expand  

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.

Posted (edited)
  On 10/8/2019 at 12:17 AM, 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")?

Expand  

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 by DavidM

Some tips:

  Reveal hidden contents

 

Posted
  On 10/8/2019 at 12:19 AM, 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.

Expand  

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)

Posted
  On 10/8/2019 at 12:23 AM, NoobMaster4000 said:

Teleport or create the explosion... It was the same. I had the same problem.

Expand  

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:

  Reveal hidden contents

 

  • NoobMaster4000 changed the title to [Solved] 1.12 how to create explosive arrow

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

    • Alright, here is the log file https://mclo.gs/5eCwafV
    • Please read the FAQ (https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/) and post log files as described there, using a site such as https://mclo.gs/ and post the link here.  
    • I tried updating the mods in my modpack which caused incompatibilities so i have tried to revert them back to their older versions i was using before. In the logs it doesnt show me any clear incompatibilities except for tfmg & entity texture features, but when i try to remove those it still doesn't work. I have tried removing the forge-client.toml file which was a suggestion i found on  a few other posts. This is the log file i get. [inline log removed] Any help would be appreciated. Thanks in advance
    • I don't use KubeJS, never even heard of it. But after doing what "Ugdhar" suggested earlier in this post with the "config/Mekanism/generator-storage.toml", I tried going into an individual save's serverconfig folder, and just deleting everything except the parcool folder (I have that mod installed.) Then, a bit of loading and temporary freezing later, seems to have worked. Even when quitting to menu and loading back in, or also when quitting to menu, exiting to desktop, and re-launching MC, choose a save and loading it.
    • [Mekanism] Broken tags in Mekanism recipes detected, please check server logs for details. You will be missing some recipes and machines may not accept expected inputs. Do you use KubeJS? It is some kind of bug with it and not fixed A workaround is setting "allowAsyncStreams" to false in the KubeJS common config file https://github.com/KubeJS-Mods/KubeJS/issues/1016   For the rest of your issues, keep deleting these files - now it is the jei-server.toml file If the file is not in config, check the worldsave serverconfig folder These files usually break after updating mods, game crashes or force closing the game    
  • Topics

×
×
  • Create New...

Important Information

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