* Called when this EntityThrowable hits a block or entity.
protected void onImpact(MovingObjectPosition par1MovingObjectPosition)
if (par1MovingObjectPosition.entityHit != null)
byte b0 = 5;
also for another projectile i am making that i also want to go in a straight line i want it to make a small explosion like 1 or 2 block wide hole but i want it to be able to bust through anyblock(except mabye obsidian and bedrock) is that possible because i have seen a mod where the tnt block made a 1 block hole all the way down to bedrock.
figured it out the getGravityVelocity only works if it is set to 0.0 otherwise it falls like any other projectile
Yes, but you want it to fall eventually. Arrows I think use 0.3F, so perhaps my initial estimate of 0.1F is not small enough, but you should at least try 0.01F or something thereabouts - it will fly straight enough, but still come down eventually.
which makes it go slow(which I want)but I noticed that when it flys it starts to slow down until it just stops in mid air and you cant touch it or move it unless there is an explosion nearby to get it moving again is there a way to override the effect that makes it slow down?
Ok, for entities without spawn eggs, you do not need registerGlobalEntityID (and even for spawn eggs, you should not be using it, but that's a different topic).
Remove that line.
For registerModEntity, the last 3 parameters are about tracking, and your numbers are way off of 'normal'. For standard throwable projectiles, the last three parameters are typically (64, 10, true), 64 being the range in blocks (256?! WAY too far), 10 being the update frequency (1?! WAY too often), and true to tell Minecraft that the entity needs to be tracked.