TypicalNerdB
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Posts posted by TypicalNerdB
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2 minutes ago, Cadiboo said:
in that render class just do your OpenGL commands that draw a line between the entity and it's thrower
Thank you so much! it works, it follows the projectile. Just one question, do you know how I can possibly edit how the line looks in first person, because it looks way off.
I wanna try to make it so that it shows its kind of coming from the item, but if its just not possible then i guess ill have to get used to it.
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3 minutes ago, Cadiboo said:
set up a renderer for it and in that renderer connect it to it's thrower
I already have a render class for the projectile, what do you mean by connect it to its thrower?
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3 minutes ago, Cadiboo said:
do you have an entity set up for your EntityLassoWhip that can be thrown/shot
The EntityLassoWhip is a projectile that works perfectly so yeah. The Lasso item "Throws" the projectile when its rightclicked.
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2 minutes ago, Cadiboo said:
Do you want this code to run if you have the armor on OR run if you have the armor on AND have thrown a lassoWhip
When its thrown aswell, however i couldnt figure out how to check that.
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4 minutes ago, Cadiboo said:
new EntityLassoWhip(mc.thePlayer.getEntityWorld(), mc.thePlayer);
Are you intentionally making a new entity every render tick?
No, i just thought thats how you got the Projectile, im new to modding so im not too sure on that. Do you know the correct way to get the projectile entity?
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public class LassoRenderer { private Minecraft mc; public LassoRenderer(Minecraft mc) { super(); this.mc = mc; } @SubscribeEvent public void render(RenderWorldLastEvent event) { EntityLassoWhip projectile = new EntityLassoWhip(mc.thePlayer.getEntityWorld(), mc.thePlayer); if (ItemWonderWomanArmor.isWearingFullSet(mc.thePlayer, ModArmor.WonderWomanTiara, ModArmor.WonderWomanChestplate, ModArmor.WonderWomanSkirt, ModArmor.WonderWomanBoots)) { double doubleX = mc.thePlayer.prevPosX + (mc.thePlayer.posX - mc.thePlayer.prevPosX) * event.getPartialTicks(); double doubleY = mc.thePlayer.prevPosY + (mc.thePlayer.posY - mc.thePlayer.prevPosY) * event.getPartialTicks(); double doubleZ = mc.thePlayer.prevPosZ + (mc.thePlayer.posZ - mc.thePlayer.prevPosZ) * event.getPartialTicks(); Vec3d vec = projectile.getPositionVector(); Vec3d pvec = mc.thePlayer.getPositionVector(); double vx = vec.xCoord; double vy = vec.yCoord; double vz = vec.zCoord; double px = pvec.xCoord; double py = pvec.yCoord; double pz = pvec.zCoord; GL11.glPushMatrix(); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glLineWidth(2); GL11.glTranslated(-doubleX, -doubleY, -doubleZ); GL11.glColor3f(2f, 1f, 0f); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glHint( GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST ); GL11.glBegin(GL11.GL_LINE_STRIP); GL11.glVertex3d(px, py, pz); GL11.glVertex3d(vx, vy, vz); GL11.glEnd(); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glPopMatrix(); } } }
So i got a working line being rendered, however it doesnt render to the projectile, it only renders inside the player from feet to head like this:
Can anyone tell me what I'm doing wrong? My guess is I'm getting the projectile incorrectly. Thanks for helping out.
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16 minutes ago, Draco18s said:
Not just every tick, every render frame!
And you do this with OpenGL commands. Look at how Vanilla handles the fishing rod.
Thanks for the idea, but I can't seem to find where the line is being rendered.
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I want to render a line between the player and projectile so when the projectile is "thrown" there is a line that connects it to the player until it hits something/dies. I have no idea where I would put this, or how I would go about drawing the actual line. I'm guessing the line needs to be updated every tick so that it keeps rendering to the projectile as it moves, but other than that I have no clue.
Rendering a line between Player and Projectile (1.10.2)
in Modder Support
Posted
Alright, thank you so much!