Gun Coding

Started by iNeverrMiss on Fri, 05/15/2015 - 17:15
Last seen on 19:25, 10. Jan 2017
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Gun Coding
Fri, 05/15/2015 - 17:15

Hi there im working on some new guns for my modpack. for the 3d renders i use blender since i know what to do. but im trying to imploment a cool down code and bullets for my magazines. ive been working on code for a week now but i just want to know the gun code. please respond 

Last seen on 20:39, 17. Mar 2017
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you want the code for a gun?
Fri, 05/15/2015 - 17:43

you want the code for a gun?

:D

 

package mod.mcreator;//based on master condiguration   import cpw.mods.fml.client.*; import cpw.mods.fml.client.registry.*; import cpw.mods.fml.common.*; import cpw.mods.fml.common.asm.*; import cpw.mods.fml.common.asm.transformers.*; import cpw.mods.fml.common.discovery.*; import cpw.mods.fml.common.discovery.asm.*; import cpw.mods.fml.common.event.*; import cpw.mods.fml.common.functions.*; import cpw.mods.fml.common.network.*; import cpw.mods.fml.common.registry.*; import cpw.mods.fml.common.toposort.*; import cpw.mods.fml.common.versioning.*; import cpw.mods.fml.relauncher.*; import cpw.mods.fml.server.*; import net.minecraft.block.*; import net.minecraft.block.material.*; import net.minecraft.client.*; import net.minecraft.client.audio.*; import net.minecraft.client.entity.*; import net.minecraft.client.gui.*; import net.minecraft.client.gui.achievement.*; import net.minecraft.client.gui.inventory.*; import net.minecraft.client.model.*; import net.minecraft.client.multiplayer.*; import net.minecraft.client.particle.*; import net.minecraft.client.renderer.*; import net.minecraft.client.renderer.culling.*; import net.minecraft.client.renderer.entity.*; import net.minecraft.client.renderer.tileentity.*; import net.minecraft.client.settings.*; import net.minecraft.command.*; import net.minecraft.crash.*; import net.minecraft.creativetab.*; import net.minecraft.dispenser.*; import net.minecraft.enchantment.*; import net.minecraft.entity.*; import net.minecraft.entity.ai.*; import net.minecraft.entity.boss.*; import net.minecraft.entity.effect.*; import net.minecraft.entity.item.*; import net.minecraft.entity.monster.*; import net.minecraft.entity.passive.*; import net.minecraft.entity.player.*; import net.minecraft.entity.projectile.*; import net.minecraft.inventory.*; import net.minecraft.item.*; import net.minecraft.item.crafting.*; import net.minecraft.nbt.*; import net.minecraft.network.*; import net.minecraft.network.rcon.*; import net.minecraft.pathfinding.*; import net.minecraft.potion.*; import net.minecraft.profiler.*; import net.minecraft.server.*; import net.minecraft.server.dedicated.*; import net.minecraft.server.gui.*; import net.minecraft.server.integrated.*; import net.minecraft.server.management.*; import net.minecraft.src.*; import net.minecraft.stats.*; import net.minecraft.tileentity.*; import net.minecraft.util.*; import net.minecraft.village.*; import net.minecraft.world.*; import net.minecraft.world.biome.*; import net.minecraft.world.chunk.*; import net.minecraft.world.chunk.storage.*; import net.minecraft.world.demo.*; import net.minecraft.world.gen.*; import net.minecraft.world.gen.feature.*; import net.minecraft.world.gen.layer.*; import net.minecraft.world.gen.structure.*; import net.minecraft.world.storage.*; import net.minecraftforge.classloading.*; import net.minecraftforge.client.*; import net.minecraftforge.client.event.*; import net.minecraftforge.client.event.sound.*; import net.minecraftforge.common.*; import net.minecraftforge.event.*; import net.minecraftforge.event.entity.*; import net.minecraftforge.event.entity.item.*; import net.minecraftforge.event.entity.living.*; import net.minecraftforge.event.entity.minecart.*; import net.minecraftforge.event.entity.player.*; import net.minecraftforge.event.terraingen.*; import net.minecraftforge.event.world.*; import net.minecraftforge.oredict.*; import net.minecraftforge.transformers.*; import net.minecraft.init.*; import java.util.*;   public class mcreator_aK12 {   public mcreator_aK12(){}   public static Item block; public static Object instance;   public void load(){   GameRegistry.addRecipe(new ItemStack(block, 1), new Object[]{ "012", "345", "678", Character.valueOf('0'), new ItemStack(mcreator_packedIronItem.block, 1), Character.valueOf('1'), new ItemStack(Items.redstone, 1), Character.valueOf('2'), new ItemStack(Items.dye, 1, 1), Character.valueOf('3'), new ItemStack(mcreator_mediumGunBarrel.block, 1), Character.valueOf('4'), new ItemStack(mcreator_largeGunBody.block, 1), Character.valueOf('5'), new ItemStack(mcreator_mediumGunStock.block, 1), Character.valueOf('6'), new ItemStack(mcreator_packedIronItem.block, 1), Character.valueOf('7'), new ItemStack(mcreator_aK12Ammo.block, 1), Character.valueOf('8'), new ItemStack(mcreator_packedIronItem.block, 1),  }); }   public void registerRenderers(){} public void generateNether(World world, Random random, int chunkX, int chunkZ){} public void generateSurface(World world, Random random, int chunkX, int chunkZ){} public int addFuel(ItemStack fuel){ return 0; } public void serverLoad(FMLServerStartingEvent event){} public void preInit(FMLPreInitializationEvent event){}   static{ block = (new ItemgGUN()); Item.itemRegistry.addObject(1249, "aK12", block); }   static class ItemgGUN extends Item{   public ItemgGUN(){ super(); setMaxDamage(200); maxStackSize = 1; setFull3D(); setUnlocalizedName("aK12"); setTextureName("AK12"); setCreativeTab(CreativeTabs.tabCombat); }   public int getMaxItemUseDuration(ItemStack par1ItemStack)     {         return 72000;     }      public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, final EntityPlayer par3EntityPlayer){           boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0;           if (flag || par3EntityPlayer.inventory.hasItem(mcreator_aK12Ammo.block))         {             float f = 5.0F;               EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F)             {   public void onCollideWithPlayer(EntityPlayer entity){ super.onCollideWithPlayer(entity); int i = MathHelper.floor_double(this.boundingBox.minX + 0.001D); int j = MathHelper.floor_double(this.boundingBox.minY + 0.001D); int k = MathHelper.floor_double(this.boundingBox.minZ + 0.001D); World world = this.worldObj;   }               public void onUpdate(){     super.onUpdate();     int i = MathHelper.floor_double(this.boundingBox.minX + 0.001D);     int j = MathHelper.floor_double(this.boundingBox.minY + 0.001D);     int k = MathHelper.floor_double(this.boundingBox.minZ + 0.001D);     World world = this.worldObj;     Entity entity = (Entity)par3EntityPlayer;          if (this.worldObj.getBlock(i, j, k) != Blocks.air || this.worldObj.getBlock(i, j-1, k) != Blocks.air ||     this.worldObj.getBlock(i, j+1, k) != Blocks.air ||     this.worldObj.getBlock(i+1, j, k) != Blocks.air || this.worldObj.getBlock(i-1, j, k) != Blocks.air     || this.worldObj.getBlock(i, j, k+1) != Blocks.air || this.worldObj.getBlock(i, j, k-1) != Blocks.air){             this.kill();     }               }               };                   entityarrow.setIsCritical(true);                 entityarrow.setDamage(1.9);                 entityarrow.setKnockbackStrength(1);                   if(false){                 entityarrow.setFire(100); }               par1ItemStack.damageItem(1, par3EntityPlayer);             par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);               if (flag)             {                 entityarrow.canBePickedUp = 2;             }             else             {                 par3EntityPlayer.inventory.consumeInventoryItem(mcreator_aK12Ammo.block);             }               if (!par2World.isRemote)             {                 par2World.spawnEntityInWorld(entityarrow);             }             World world = par2World;             EntityPlayer entity = par3EntityPlayer; int i = (int)entity.posX; int j = (int)entity.posY; int k = (int)entity.posZ;              if(true){ world.createExplosion((Entity)null, i, j, k, 0.2F, true); }           }           return par1ItemStack;     }           /**      * returns the action that specifies what animation to play when the items is being used      */     public EnumAction getItemUseAction(ItemStack par1ItemStack)     {         return EnumAction.bow;     }     }}
Last seen on 19:25, 10. Jan 2017
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is this for 3d modeling for
Fri, 05/15/2015 - 18:10

is this for 3d modeling for guns?

 

Last seen on 20:39, 17. Mar 2017
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RE:is this for 3d modeling for
Fri, 05/15/2015 - 20:41

@#2 Oh, No, just basic code for the gun.. Sorry I miunderstood.

Last seen on 18:52, 14. Mar 2017
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And how i can create a model
Sat, 05/16/2015 - 18:56

And how i can create a model for the  bullet? because i´m tired of arrows

Last seen on 18:52, 14. Mar 2017
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RE:And how i can create a model
Sat, 05/16/2015 - 18:58

@#3plz reply 

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RE:RE:And how i can create a model
Sat, 05/16/2015 - 23:21

@TheBeast you cant make it like that. but i am working on some code that will work with it. so i may post it soon just for now im experementing with some gun code in eclipse 

Last seen on 22:05, 20. Jul 2018
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What does it do, does it…
Fri, 04/27/2018 - 22:24

What does it do, does it make it so that the gun shoots when you let go of LMB?