Posted March 19, 20205 yr I've asked around a bunch on the discords and have gotten a lot of mixed answers. So, I'm wondering what would be the best way to extend the attack reach of a player? I've tried extending the reach attribute, but it seems to only affect blocks. Edited March 19, 20205 yr by Nozzomi
March 21, 20205 yr AFAIK there is no default way to increase the reach range for entity. You will have to do your own recasting on the client side (basically simulate what vanilla Minecraft does). 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TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2.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.
March 21, 20205 yr Author 8 minutes ago, DavidM said: AFAIK there is no default way to increase the reach range for entity. You will have to do your own recasting on the client side (basically simulate what vanilla Minecraft does). Ah, that's unfortunate. How would I go about doing that (honestly, ray casting in general)? When I'm looking at the vanilla code, a method that I'm finding for that gets its information from the CUseEntityPacket parameter.
March 21, 20205 yr Hope it help: You can use world.isRemote or @EventBusSubscriber(MODID, bus = EventBusSubscriber.Bus.MOD, value = Dist.CLIENT) or @Side(Dist.CLIENT). Hope it will help you. New in Modding? == Still learning!
March 28, 20205 yr On 3/21/2020 at 7:09 AM, Nozzomi said: Ah, that's unfortunate. How would I go about doing that (honestly, ray casting in general)? When I'm looking at the vanilla code, a method that I'm finding for that gets its information from the CUseEntityPacket parameter. Can you give us some of the answers uve got from the discord servers, I'm still trying to do that but without success.
April 23, 20205 yr 41 minutes ago, DragonITA said: Why not use coremods? Because it is not necessary in this case. 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.
April 23, 20205 yr You can make an invisible entity that deals damage if it hits an enemy within a certain range.
April 23, 20205 yr I think i have a better idea now: @Nozzomi, idk and not seed the vanilla method, but you can try to use a event (if the player for example use its hand) and if the RayTracing uses vectors, then add a scalar to this vector. If you dk what vectors are (and if the VanillaRaytracing uses and/or return a vector) then here is a page: https://www.mathsisfun.com/algebra/vectors-dot-product.html New in Modding? == Still learning!
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