Posted April 30, 20205 yr I would like to try to change the properties of player attacks when using a sword, both in terms of 1) the sword's animation and 2) in behavior. For example, first two hits in quick succession is a slash, and the third is a jab that knocks a mob back. I don't know where to start with the first, mods like Mo Bends doesn't have an answer for that in first person view either. Although, taking a look at Mr. Crayfish's gun mod there's an interesting solution there for first person animation. As for the second, I could maybe do something with the hurt and knockback events, where I'd cancel knockback on the first and second slash, and allow knockback on the third. But I'd also need to know the current status of the sword's cooldown timer, which I don't know how to get. Any suggestions? Edited May 1, 20205 yr by Turtledove
May 1, 20205 yr Author If it's not possible to replace the animations for vanilla swords, is it just worthwhile replacing them instead? Making them unobtainable and adding my own. Although even then I"m not sure how I'd go about replacing the default holding animation, much less attacks.
May 1, 20205 yr Author I guess my main two questions are these: 1) If I were replacing a vanilla entity's rendering, I'd just cancel it when it spawns and render my own. It doesn't seem like I can apply anything similar to the vanilla swords. Unless I do something wonky. 2) Say I register my own item that replaces the vanilla swords and their renderers. Assuming I'm mimicking the vanilla implementation as far as held items go, how are item animations handled? I'm still in the entity renderer train of thought when it comes to model animation, where everything is done in my model class. Edited May 1, 20205 yr by Turtledove
May 1, 20205 yr Author the hand's render event seems to do what I want but I'm not really sure where to go from there. Where is the held items' rendering and attack animations done?
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