I did this by myself but when i use my lightning it spawns its fine but i get fire damage nomatter where im at even if im inside, im using forge. if you could message me on skype that would be great. Skype name: werdwed
I tried creating my own ItemStaff and used the code from the ItemLightningWand, and here's the errors that came up:
== ERRORS FOUND ==
src/minecraft/net/minecraft/src/ItemStaff.java:21: cannot find symbol
symbol : class Vec3D
location: class net.minecraft.src.ItemStaff
Vec3D vec3d = movingobjectposition.hitVec;
src/minecraft/net/minecraft/src/ItemStaff.java:31: cannot find symbol
symbol : method entityJoinedWorld(net.minecraft.src.EntityLightningBolt)
location: class net.minecraft.src.World
My arrows are invisible. I dont know what is going on because I have double and tripled checked all the files but still nothing. When I shoot, it takes away one of the arrows and it acts like a real arrow, as in it causes damage to mobs and kills them, but you just cant see it. Any ideas?
If I leave the line:
EntityArrow var8 = new EntityArrow(par2World, par3EntityPlayer, var7 * 2.0F);
as is then my bow shoots an arrow, but if I change it to say:
EntityNewArrow var8 = new EntityNewArrow(par2World, par3EntityPlayer, var7 * 2.0F);
then my arrow disappears in game.
The damage for the bow is calculated inside of the actual arrow entity. I don't know of any easy way to change it because of the way damage is handled.
is it possible for the damage an arrow does automatically change dpending on the bow you're weilding, like some fancy code that tests for the player if holding a certain item variable equals this, i hope you know what i'm getting at, i'm new to this, and i just want to make a custom damage bow, but now i have another idea, have it consume arrows, but shoot out what appears to be an arrow, but a duplicate of the arow entity class and all that, but some of it's tweaked so it does the amount of damage you want it to do. that's two ways i can think of making custom damage bows, it'l just be hard as hell to do.
so you would have to make a new Damage Type "NAME" for every bow in order to achieve that, unless you can assign ammunition to multiple bows with that new Damage Type, just the same texture as an arrow or an elemental one, but still have it consume arrows? Wow, I can't wait untill summer hits and school's over so I can take a college course on java so I can see how it works and know which files to look for that tell me all the code and variables, that will be nice, but until then I'm just making low end mods like; hostile mutant nether pig zombies that drop stuff, but no custom experience, or making crafting recipes for uncraftable items (probably the most basic), thing is I have to keep learning. ... I'l get there : )
Hey, I'm trying to make a mod. Obviously. I'm not going to give a lot of details, but I have a request.
Can you show how to make headwear? Such as a hat or mask? I tried looking in the armor class to see if it's similar to the helmet, but I can't figure it out. I'm new to Java. I know some basics and am still learning it (rapidly I might add), so maybe I'm making some kind of newb mistake.
Rollback Post to RevisionRollBack
I am nobody. Nobody is perfect, therefore, I am perfect.
It is giving me trouble... I am currently running on 1.3.2 and wherever it has anything to do with "vec" it gives me an error. Here is my code can somebody please help:
public class EntityFireArrow extends Entity
private int xTile;
private int yTile;
private int zTile;
private int inTile;
private int inData;
private boolean inGround;
public boolean doesArrowBelongToPlayer;
/** Seems to be some sort of timer for animating an arrow. */
public int arrowShake;
/** The owner of this arrow. */
public Entity shootingEntity;
private int ticksInGround;
private int ticksInAir;
private double damage;
private int field_46027_au;
/** Is this arrow a critical hit? (Controls particles and damage) */
public boolean arrowCritical;
if (movingobjectposition.entityHit.attackEntityFrom(damagesource, j1))
if (movingobjectposition.entityHit instanceof EntityLiving)