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[Solved] 1.12 how to create explosive arrow


NoobMaster4000

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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();
		}
	}
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You are already extending EntityArrow. Why did you copy its code again?

Some tips:

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2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

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5. Learn to use your IDE, especially the debugger.

6.

Quote

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Support & Bug Reports:

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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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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.

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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
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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.

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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:

 

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

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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
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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
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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();
		}
	}
}

 

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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.

 

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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
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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
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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");
	}
}

 

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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
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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.

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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:

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Modder Support:

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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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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)

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

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