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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:

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.

 

 

Posted
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.

Posted (edited)
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:

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 (edited)

 

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 by NoobMaster4000
Posted (edited)
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 by poopoodice
Posted
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();
		}
	}
}

 

Posted
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.

 

Posted (edited)
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 by NoobMaster4000
Posted (edited)
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 by poopoodice
Posted
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");
	}
}

 

Posted (edited)
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 by poopoodice
Posted (edited)
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 by NoobMaster4000
Posted
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.

Posted
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")?

Posted (edited)
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 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.

 

 

Posted
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)

Posted
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.

 

 

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

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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
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