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Posted

Hey guys, I am trying to make a projectile that extends off of ArrowEntity fire from my item based off of BowEntity. Here is my code for the Bow-based item:

public class ExplosionStaff extends BowItem {
    public ExplosionStaff() {
        super(new Item.Properties().group(ItemGroup.COMBAT));
    }

    @Override
    public void onPlayerStoppedUsing(ItemStack stack, World worldIn, LivingEntity playerIn, int timeLeft) {
        ExplosionSpellEntity spell = new ExplosionSpellEntity(worldIn, playerIn);
        spell.shoot(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, 50.0F, 0.0F);
        System.out.println("Debug: player stopped using staff");
    }

}

 

And here is the code for the arrow-based projectile:

 

public class ExplosionSpellEntity extends ArrowEntity {
    public ExplosionSpellEntity(EntityType<? extends ArrowEntity> type, World worldIn) {
        super(type, worldIn);
    }

    public ExplosionSpellEntity(World worldIn, double x, double y, double z) {
        super(worldIn, x, y, z);
    }

    public ExplosionSpellEntity(World worldIn, LivingEntity shooter) {
        super(worldIn, shooter);
    }

    @Override
    public void shoot(Entity shooter, float pitch, float yaw, float p_184547_4_, float velocity, float inaccuracy) {
        float f = -MathHelper.sin(yaw * ((float)Math.PI / 180F)) * MathHelper.cos(pitch * ((float)Math.PI / 180F));
        float f1 = -MathHelper.sin(pitch * ((float)Math.PI / 180F));
        float f2 = MathHelper.cos(yaw * ((float)Math.PI / 180F)) * MathHelper.cos(pitch * ((float)Math.PI / 180F));
        this.shoot((double)f, (double)f1, (double)f2, velocity, inaccuracy);
        this.setMotion(this.getMotion().add(shooter.getMotion().x, shooter.onGround ? 0.0D : shooter.getMotion().y, shooter.getMotion().z));
        System.out.println("Debug: Shooted!!");
    }

    @Override
    public void onHit(RayTraceResult raytraceResultIn) {
        System.out.println("Debug: spell entity hit");
        this.world.createExplosion(this, this.getPosX(), this.getPosY(), this.getPosZ(), 20, false, Explosion.Mode.BREAK);
    }

}

 

As you can see, I put various debugging messages here. When I let go of the staff item, it displays the "Shooted!!" and "player stopped using staff" messages, but there is no arrow, so the onHit() debug doesn't print.

What do i need to do? I couldn't find any tutorials on how to make projectiles for 1.15.2 so this is just my guess on where to start. I know I have to "register" entities but not sure how to do that. 

Thank you!

Posted
1 hour ago, thomask said:

Hey guys, I am trying to make a projectile that extends off of ArrowEntity fire from my item based off of BowEntity. Here is my code for the Bow-based item:


public class ExplosionStaff extends BowItem {
    public ExplosionStaff() {
        super(new Item.Properties().group(ItemGroup.COMBAT));
    }

    @Override
    public void onPlayerStoppedUsing(ItemStack stack, World worldIn, LivingEntity playerIn, int timeLeft) {
        ExplosionSpellEntity spell = new ExplosionSpellEntity(worldIn, playerIn);
        spell.shoot(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, 50.0F, 0.0F);
        System.out.println("Debug: player stopped using staff");
    }

}

 

And here is the code for the arrow-based projectile:

 


public class ExplosionSpellEntity extends ArrowEntity {
    public ExplosionSpellEntity(EntityType<? extends ArrowEntity> type, World worldIn) {
        super(type, worldIn);
    }

    public ExplosionSpellEntity(World worldIn, double x, double y, double z) {
        super(worldIn, x, y, z);
    }

    public ExplosionSpellEntity(World worldIn, LivingEntity shooter) {
        super(worldIn, shooter);
    }

    @Override
    public void shoot(Entity shooter, float pitch, float yaw, float p_184547_4_, float velocity, float inaccuracy) {
        float f = -MathHelper.sin(yaw * ((float)Math.PI / 180F)) * MathHelper.cos(pitch * ((float)Math.PI / 180F));
        float f1 = -MathHelper.sin(pitch * ((float)Math.PI / 180F));
        float f2 = MathHelper.cos(yaw * ((float)Math.PI / 180F)) * MathHelper.cos(pitch * ((float)Math.PI / 180F));
        this.shoot((double)f, (double)f1, (double)f2, velocity, inaccuracy);
        this.setMotion(this.getMotion().add(shooter.getMotion().x, shooter.onGround ? 0.0D : shooter.getMotion().y, shooter.getMotion().z));
        System.out.println("Debug: Shooted!!");
    }

    @Override
    public void onHit(RayTraceResult raytraceResultIn) {
        System.out.println("Debug: spell entity hit");
        this.world.createExplosion(this, this.getPosX(), this.getPosY(), this.getPosZ(), 20, false, Explosion.Mode.BREAK);
    }

}

 

As you can see, I put various debugging messages here. When I let go of the staff item, it displays the "Shooted!!" and "player stopped using staff" messages, but there is no arrow, so the onHit() debug doesn't print.

What do i need to do? I couldn't find any tutorials on how to make projectiles for 1.15.2 so this is just my guess on where to start. I know I have to "register" entities but not sure how to do that. 

Thank you!

You actually don't need to register your arrow since it extends ArrowEntity, which causes Minecraft to treat it as a normal arrow but still execute your custom logic. You do however need to register your custom item. To do that you need to use Registry Events. Here's an example from my mod (This part goes inside your main class):

 

@Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD)
    public static class RegistryEvents {
        @SubscribeEvent
        public static void onItemRegistry(final RegistryEvent.Register<Item> event) {
          //This is how you register your Bow. However, in setRegistryName(), your mod should pass your own Mod ID for the first argument, not "minecraft". I'm only doing this in my mod because I'm overriding vanilla Bows. The second argument is whatever you name your custom Bow as. And to receive your Custom Bow you would do /give <your-name> modid:name-of-your-bow
            bow = new ItemForgeBow((new Item.Properties()).maxDamage(384).group(ItemGroup.COMBAT));
        	bow.setRegistryName("minecraft", "bow");
        	event.getRegistry().registerAll(bow);
        }
        
    }

In any case, my mod does work and causes vanilla Bows to fire custom Arrows, so I'm confident that this is all you need for your special Bows to work

Posted (edited)
6 hours ago, _vertig0 said:

You actually don't need to register your arrow since it extends ArrowEntity, which causes Minecraft to treat it as a normal arrow but still execute your custom logic. You do however need to register your custom item. To do that you need to use Registry Events. Here's an example from my mod (This part goes inside your main class):

 


@Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD)
    public static class RegistryEvents {
        @SubscribeEvent
        public static void onItemRegistry(final RegistryEvent.Register<Item> event) {
          //This is how you register your Bow. However, in setRegistryName(), your mod should pass your own Mod ID for the first argument, not "minecraft". I'm only doing this in my mod because I'm overriding vanilla Bows. The second argument is whatever you name your custom Bow as. And to receive your Custom Bow you would do /give <your-name> modid:name-of-your-bow
            bow = new ItemForgeBow((new Item.Properties()).maxDamage(384).group(ItemGroup.COMBAT));
        	bow.setRegistryName("minecraft", "bow");
        	event.getRegistry().registerAll(bow);
        }
        
    }

In any case, my mod does work and causes vanilla Bows to fire custom Arrows, so I'm confident that this is all you need for your special Bows to work

 

Hey, I was originally following a tutorial for my mod which registered the bow item like this 

public class RegistryHandler {

    public static final DeferredRegister<Item> ITEMS = new DeferredRegister<>(ForgeRegistries.ITEMS, Megumin.MOD_ID);

    public static void init() {
        ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus());
    }

    // Items
    public static final RegistryObject<Item> STAFF = ITEMS.register("explosion_staff", ExplosionStaff::new);

}

Do i need both of these?

When I inserted your code into my main class along with what i already have (above code), I got this error https://pastebin.com/47ag730Q

The interesting part seems to be this

[23:46:22] [Server-Worker-3/WARN] [ne.mi.re.ForgeRegistry/REGISTRIES]: Registry Item: Override did not have an associated owner object. Name: megumin:explosion_staff Value: air

 

Also, when I delete my registry handler and just use your thing, it's just the same problem as before. The same debug messages print, but no arrow.

Edited by thomask
Posted
3 hours ago, thomask said:

 

Hey, I was originally following a tutorial for my mod which registered the bow item like this 


public class RegistryHandler {

    public static final DeferredRegister<Item> ITEMS = new DeferredRegister<>(ForgeRegistries.ITEMS, Megumin.MOD_ID);

    public static void init() {
        ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus());
    }

    // Items
    public static final RegistryObject<Item> STAFF = ITEMS.register("explosion_staff", ExplosionStaff::new);

}

Do i need both of these?

When I inserted your code into my main class along with what i already have (above code), I got this error https://pastebin.com/47ag730Q

The interesting part seems to be this


[23:46:22] [Server-Worker-3/WARN] [ne.mi.re.ForgeRegistry/REGISTRIES]: Registry Item: Override did not have an associated owner object. Name: megumin:explosion_staff Value: air

 

Also, when I delete my registry handler and just use your thing, it's just the same problem as before. The same debug messages print, but no arrow.

Oh, my bad. I didn't realise you already registered your Bow. You're registering it correctly, ignore what I said

Posted
1 hour ago, TheGreyGhost said:

Hi

 

You don't appear to spawn your entity?

 

Look at BowItem::onPLayerStoppedUsing


                  worldIn.addEntity(abstractarrowentity);

 

-TGG

 

 

This is likely the issue ^

Posted
9 hours ago, TheGreyGhost said:

Hi

 

You don't appear to spawn your entity?

 

Look at BowItem::onPLayerStoppedUsing


                  worldIn.addEntity(abstractarrowentity);

 

-TGG

 

 

Thank you so much, it works now. Guess I missed that while reading through BowItem lol

Posted
7 hours ago, _vertig0 said:

Oh, my bad. I didn't realise you already registered your Bow. You're registering it correctly, ignore what I said

Thank you for your help as well! 

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