Results 1 to 14 of 14
  1. #1
    casakim's Avatar
    Join Date
    Jan 2011
    Gender
    male
    Location
    Currently exploring the new planet called "MMC"
    Posts
    783
    Reputation
    12
    Thanks
    87
    My Mood
    Amazed

    Unhappy Minecraft sentry Gun

    I just finished building my sentry gun which has 6 dispensers but when I get hit, i always got a life and a half left. So I was thinking about making a fire arrow and does it do more damage or something? If not is there a way making dispensers do more damage than it's suppose to do?
    "I wasn't born to be forced by people.
    I will breathe the way I do and I will live the way I choose."


    <a href=https://www.mpgh.net/forum/335-minecraft-hacks/ target=_blank>https://www.mpgh.net/forum/335-minecraft-hacks/</a>

  2. #2
    GRgaergaergaergerag's Avatar
    Join Date
    Aug 2010
    Gender
    male
    Location
    Swagville
    Posts
    4,713
    Reputation
    24
    Thanks
    218
    My Mood
    Yeehaw
    hm... CSB, I don't know. fire arrows is a good idea, but this more damage thing...

  3. #3
    Soldier of God's Avatar
    Join Date
    Jul 2010
    Gender
    male
    Location
    In Hell
    Posts
    220
    Reputation
    10
    Thanks
    21
    My Mood
    Psychedelic
    post some screenshots?


    [IMG]https://i819.photobucke*****m/albums/zz114/Cheeko671/Capture-7.jpg[/IMG]


  4. #4
    Cal's Avatar
    Join Date
    Apr 2011
    Gender
    male
    Location
    MPGH faggots.
    Posts
    5,553
    Reputation
    394
    Thanks
    825
    Use lava to make flaming arrows.

  5. #5
    Heartview's Avatar
    Join Date
    May 2010
    Gender
    male
    Location
    KY Cygni
    Posts
    9,202
    Reputation
    717
    Thanks
    2,890
    Except flaming arrows dont do more damage. /fp

    And I cant search it now as I dont have the right files, but I do believe that once an arrow is fired, it counts as an entity, kinda like TNT. You will want to take that into consideration if you plan on modding it.
    Texture Mods


    Obedear, the sky is low

  6. #6
    Jacket's Avatar
    Join Date
    Nov 2009
    Gender
    male
    Location
    Insert location here.
    Posts
    8,852
    Reputation
    917
    Thanks
    1,305
    My Mood
    Brooding
    I was going to suggest modding arrow damage.
    If not then is your sentry gun going at maximum speed?
    I'm pretty sure flaming arrows will set you on fire...Do they not?


    Ex-Minion
    Ex-Mod
    8/17/11

     

    Greycloak
    Midcent
    MrAntagonist
    WomboCombo
    JakeyXD
    Wolfram


  7. #7
    warrior112's Avatar
    Join Date
    Jul 2011
    Gender
    male
    Posts
    308
    Reputation
    10
    Thanks
    272
    My Mood
    Angelic
    Mijne craft rocks iboucht mine yesterday sentry gun ?? cool how ot make one plz SS

  8. #8
    Heartview's Avatar
    Join Date
    May 2010
    Gender
    male
    Location
    KY Cygni
    Posts
    9,202
    Reputation
    717
    Thanks
    2,890
    Quote Originally Posted by Jacket View Post
    I was going to suggest modding arrow damage.
    If not then is your sentry gun going at maximum speed?
    I'm pretty sure flaming arrows will set you on fire...Do they not?
    Flames on arrows are nothing more than aesthetic. They add no damage, and no fire spread is there.
    Texture Mods


    Obedear, the sky is low

  9. #9
    Milecar12's Avatar
    Join Date
    Sep 2009
    Gender
    male
    Location
    You're a pedo, ain't ya?
    Posts
    1,084
    Reputation
    29
    Thanks
    143
    My Mood
    Goofy
    Um, maybe if youre in your house... Make a lava lamp, but without glass. Just let lava fall. And behind the sheet of falling lava make 2 or 3 sentry guns. And then place some step triggers, make your floor of wood triggers. Make one switch hidden that disables the trap, and make one fake that enables it that every wooden floor switch fires the dispensers. That is the perfect trap.
    This is /me friend:


    このメモが表示された場合、その後、このノートが通知する価値がないことに、注意することがで きます。

    MY PC SPECS :
    Intel i3 3225
    AMD Radeon 4870 Vapor-x 1 GB
    550W Power Supply
    8 GB DDR3 RAM

  10. #10
    Jacket's Avatar
    Join Date
    Nov 2009
    Gender
    male
    Location
    Insert location here.
    Posts
    8,852
    Reputation
    917
    Thanks
    1,305
    My Mood
    Brooding
    Quote Originally Posted by Heartview View Post
    Flames on arrows are nothing more than aesthetic. They add no damage, and no fire spread is there.
    QQ Always thought they could spread fires to what they hit.


    Ex-Minion
    Ex-Mod
    8/17/11

     

    Greycloak
    Midcent
    MrAntagonist
    WomboCombo
    JakeyXD
    Wolfram


  11. #11
    Cal's Avatar
    Join Date
    Apr 2011
    Gender
    male
    Location
    MPGH faggots.
    Posts
    5,553
    Reputation
    394
    Thanks
    825
    if your going to mod it inspect EntityArrow.java
    Code:
    // Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
    // Jad home page: https://www.kpdus.com/jad.html
    // Decompiler options: packimports(3) braces deadcode 
    
    package net.minecraft.src;
    
    import java.util.List;
    import java.util.Random;
    
    // Referenced classes of package net.minecraft.src:
    //            Entity, EntityPlayer, EntityLiving, MathHelper, 
    //            World, Block, Vec3D, AxisAlignedBB, 
    //            MovingObjectPosition, NBTTagCompound, ItemStack, Item, 
    //            InventoryPlayer
    
    public class EntityArrow extends Entity
    {
    
        public EntityArrow(World world)
        {
            super(world);
            xTile = -1;
            yTile = -1;
            zTile = -1;
            inTile = 0;
            field_28019_h = 0;
            inGround = false;
            doesArrowBelongToPlayer = false;
            arrowShake = 0;
            ticksInAir = 0;
            setSize(0.5F, 0.5F);
        }
    
        public EntityArrow(World world, double d, double d1, double d2)
        {
            super(world);
            xTile = -1;
            yTile = -1;
            zTile = -1;
            inTile = 0;
            field_28019_h = 0;
            inGround = false;
            doesArrowBelongToPlayer = false;
            arrowShake = 0;
            ticksInAir = 0;
            setSize(0.5F, 0.5F);
            setPosition(d, d1, d2);
            yOffset = 0.0F;
        }
    
        public EntityArrow(World world, EntityLiving entityliving)
        {
            super(world);
            xTile = -1;
            yTile = -1;
            zTile = -1;
            inTile = 0;
            field_28019_h = 0;
            inGround = false;
            doesArrowBelongToPlayer = false;
            arrowShake = 0;
            ticksInAir = 0;
            owner = entityliving;
            doesArrowBelongToPlayer = entityliving instanceof EntityPlayer;
            setSize(0.5F, 0.5F);
            setLocationAndAngles(entityliving.posX, entityliving.posY + (double)entityliving.getEyeHeight(), entityliving.posZ, entityliving****tationYaw, entityliving****tationPitch);
            posX -= MathHelper.cos((rotationYaw / 180F) * 3.141593F) * 0.16F;
            posY -= 0.10000000149011612D;
            posZ -= MathHelper.sin((rotationYaw / 180F) * 3.141593F) * 0.16F;
            setPosition(posX, posY, posZ);
            yOffset = 0.0F;
            motionX = -MathHelper.sin((rotationYaw / 180F) * 3.141593F) * MathHelper.cos((rotationPitch / 180F) * 3.141593F);
            motionZ = MathHelper.cos((rotationYaw / 180F) * 3.141593F) * MathHelper.cos((rotationPitch / 180F) * 3.141593F);
            motionY = -MathHelper.sin((rotationPitch / 180F) * 3.141593F);
            setArrowHeading(motionX, motionY, motionZ, 1.5F, 1.0F);
        }
    
        protected void entityInit()
        {
        }
    
        public void setArrowHeading(double d, double d1, double d2, float f, 
                float f1)
        {
            float f2 = MathHelper.sqrt_double(d * d + d1 * d1 + d2 * d2);
            d /= f2;
            d1 /= f2;
            d2 /= f2;
            d += rand.nextGaussian() * 0.0074999998323619366D * (double)f1;
            d1 += rand.nextGaussian() * 0.0074999998323619366D * (double)f1;
            d2 += rand.nextGaussian() * 0.0074999998323619366D * (double)f1;
            d *= f;
            d1 *= f;
            d2 *= f;
            motionX = d;
            motionY = d1;
            motionZ = d2;
            float f3 = MathHelper.sqrt_double(d * d + d2 * d2);
            prevRotationYaw = rotationYaw = (float)((Math.atan2(d, d2) * 180D) / 3.1415927410125732D);
            prevRotationPitch = rotationPitch = (float)((Math.atan2(d1, f3) * 180D) / 3.1415927410125732D);
            ticksInGround = 0;
        }
    
        public void setVelocity(double d, double d1, double d2)
        {
            motionX = d;
            motionY = d1;
            motionZ = d2;
            if(prevRotationPitch == 0.0F && prevRotationYaw == 0.0F)
            {
                float f = MathHelper.sqrt_double(d * d + d2 * d2);
                prevRotationYaw = rotationYaw = (float)((Math.atan2(d, d2) * 180D) / 3.1415927410125732D);
                prevRotationPitch = rotationPitch = (float)((Math.atan2(d1, f) * 180D) / 3.1415927410125732D);
                prevRotationPitch = rotationPitch;
                prevRotationYaw = rotationYaw;
                setLocationAndAngles(posX, posY, posZ, rotationYaw, rotationPitch);
                ticksInGround = 0;
            }
        }
    
        public void onUpdate()
        {
            super.onUpdate();
            if(prevRotationPitch == 0.0F && prevRotationYaw == 0.0F)
            {
                float f = MathHelper.sqrt_double(motionX * motionX + motionZ * motionZ);
                prevRotationYaw = rotationYaw = (float)((Math.atan2(motionX, motionZ) * 180D) / 3.1415927410125732D);
                prevRotationPitch = rotationPitch = (float)((Math.atan2(motionY, f) * 180D) / 3.1415927410125732D);
            }
            int i = worldObj.getBlockId(xTile, yTile, zTile);
            if(i > 0)
            {
                Block.blocksList[i].setBlockBoundsBasedOnState(worldObj, xTile, yTile, zTile);
                AxisAlignedBB axisalignedbb = Block.blocksList[i].getCollisionBoundingBoxFromPool(worldObj, xTile, yTile, zTile);
                if(axisalignedbb != null && axisalignedbb.isVecInside(Vec3D.createVector(posX, posY, posZ)))
                {
                    inGround = true;
                }
            }
            if(arrowShake > 0)
            {
                arrowShake--;
            }
            if(inGround)
            {
                int j = worldObj.getBlockId(xTile, yTile, zTile);
                int k = worldObj.getBlockMetadata(xTile, yTile, zTile);
                if(j != inTile || k != field_28019_h)
                {
                    inGround = false;
                    motionX *= rand.nextFloat() * 0.2F;
                    motionY *= rand.nextFloat() * 0.2F;
                    motionZ *= rand.nextFloat() * 0.2F;
                    ticksInGround = 0;
                    ticksInAir = 0;
                    return;
                }
                ticksInGround++;
                if(ticksInGround == 1200)
                {
                    setEntityDead();
                }
                return;
            }
            ticksInAir++;
            Vec3D vec3d = Vec3D.createVector(posX, posY, posZ);
            Vec3D vec3d1 = Vec3D.createVector(posX + motionX, posY + motionY, posZ + motionZ);
            MovingObjectPosition movingobjectposition = worldObj.func_28105_a(vec3d, vec3d1, false, true);
            vec3d = Vec3D.createVector(posX, posY, posZ);
            vec3d1 = Vec3D.createVector(posX + motionX, posY + motionY, posZ + motionZ);
            if(movingobjectposition != null)
            {
                vec3d1 = Vec3D.createVector(movingobjectposition.hitVec.xCoord, movingobjectposition.hitVec.yCoord, movingobjectposition.hitVec.zCoord);
            }
            Entity entity = null;
            List list = worldObj.getEntitiesWithinAABBExcludingEntity(this, boundingBox.addCoord(motionX, motionY, motionZ).expand(1.0D, 1.0D, 1.0D));
            double d = 0.0D;
            for(int l = 0; l < list.size(); l++)
            {
                Entity entity1 = (Entity)list.get(l);
                if(!entity1.canBeCollidedWith() || entity1 == owner && ticksInAir < 5)
                {
                    continue;
                }
                float f4 = 0.3F;
                AxisAlignedBB axisalignedbb1 = entity1.boundingBox.expand(f4, f4, f4);
                MovingObjectPosition movingobjectposition1 = axisalignedbb1.func_1169_a(vec3d, vec3d1);
                if(movingobjectposition1 == null)
                {
                    continue;
                }
                double d1 = vec3d.distanceTo(movingobjectposition1.hitVec);
                if(d1 < d || d == 0.0D)
                {
                    entity = entity1;
                    d = d1;
                }
            }
    
            if(entity != null)
            {
                movingobjectposition = new MovingObjectPosition(entity);
            }
            if(movingobjectposition != null)
            {
                if(movingobjectposition.entityHit != null)
                {
                    if(movingobjectposition.entityHit.attackEntityFrom(owner, 4))
                    {
                        worldObj.playSoundAtEntity(this, "random.drr", 1.0F, 1.2F / (rand.nextFloat() * 0.2F + 0.9F));
                        setEntityDead();
                    } else
                    {
                        motionX *= -0.10000000149011612D;
                        motionY *= -0.10000000149011612D;
                        motionZ *= -0.10000000149011612D;
                        rotationYaw += 180F;
                        prevRotationYaw += 180F;
                        ticksInAir = 0;
                    }
                } else
                {
                    xTile = movingobjectposition.blockX;
                    yTile = movingobjectposition.blockY;
                    zTile = movingobjectposition.blockZ;
                    inTile = worldObj.getBlockId(xTile, yTile, zTile);
                    field_28019_h = worldObj.getBlockMetadata(xTile, yTile, zTile);
                    motionX = (float)(movingobjectposition.hitVec.xCoord - posX);
                    motionY = (float)(movingobjectposition.hitVec.yCoord - posY);
                    motionZ = (float)(movingobjectposition.hitVec.zCoord - posZ);
                    float f1 = MathHelper.sqrt_double(motionX * motionX + motionY * motionY + motionZ * motionZ);
                    posX -= (motionX / (double)f1) * 0.05000000074505806D;
                    posY -= (motionY / (double)f1) * 0.05000000074505806D;
                    posZ -= (motionZ / (double)f1) * 0.05000000074505806D;
                    worldObj.playSoundAtEntity(this, "random.drr", 1.0F, 1.2F / (rand.nextFloat() * 0.2F + 0.9F));
                    inGround = true;
                    arrowShake = 7;
                }
            }
            posX += motionX;
            posY += motionY;
            posZ += motionZ;
            float f2 = MathHelper.sqrt_double(motionX * motionX + motionZ * motionZ);
            rotationYaw = (float)((Math.atan2(motionX, motionZ) * 180D) / 3.1415927410125732D);
            for(rotationPitch = (float)((Math.atan2(motionY, f2) * 180D) / 3.1415927410125732D); rotationPitch - prevRotationPitch < -180F; prevRotationPitch -= 360F) { }
            for(; rotationPitch - prevRotationPitch >= 180F; prevRotationPitch += 360F) { }
            for(; rotationYaw - prevRotationYaw < -180F; prevRotationYaw -= 360F) { }
            for(; rotationYaw - prevRotationYaw >= 180F; prevRotationYaw += 360F) { }
            rotationPitch = prevRotationPitch + (rotationPitch - prevRotationPitch) * 0.2F;
            rotationYaw = prevRotationYaw + (rotationYaw - prevRotationYaw) * 0.2F;
            float f3 = 0.99F;
            float f5 = 0.03F;
            if(isInWater())
            {
                for(int i1 = 0; i1 < 4; i1++)
                {
                    float f6 = 0.25F;
                    worldObj.spawnParticle("bubble", posX - motionX * (double)f6, posY - motionY * (double)f6, posZ - motionZ * (double)f6, motionX, motionY, motionZ);
                }
    
                f3 = 0.8F;
            }
            motionX *= f3;
            motionY *= f3;
            motionZ *= f3;
            motionY -= f5;
            setPosition(posX, posY, posZ);
        }
    
        public void writeEntityToNBT(NBTTagCompound nbttagcompound)
        {
            nbttagcompound.setShort("xTile", (short)xTile);
            nbttagcompound.setShort("yTile", (short)yTile);
            nbttagcompound.setShort("zTile", (short)zTile);
            nbttagcompound.setByte("inTile", (byte)inTile);
            nbttagcompound.setByte("inData", (byte)field_28019_h);
            nbttagcompound.setByte("shake", (byte)arrowShake);
            nbttagcompound.setByte("inGround", (byte)(inGround ? 1 : 0));
            nbttagcompound.setBoolean("player", doesArrowBelongToPlayer);
        }
    
        public void readEntityFromNBT(NBTTagCompound nbttagcompound)
        {
            xTile = nbttagcompound.getShort("xTile");
            yTile = nbttagcompound.getShort("yTile");
            zTile = nbttagcompound.getShort("zTile");
            inTile = nbttagcompound.getByte("inTile") & 0xff;
            field_28019_h = nbttagcompound.getByte("inData") & 0xff;
            arrowShake = nbttagcompound.getByte("shake") & 0xff;
            inGround = nbttagcompound.getByte("inGround") == 1;
            doesArrowBelongToPlayer = nbttagcompound.getBoolean("player");
        }
    
        public void onCollideWithPlayer(EntityPlayer entityplayer)
        {
            if(worldObj.multiplayerWorld)
            {
                return;
            }
            if(inGround && doesArrowBelongToPlayer && arrowShake <= 0 && entityplayer.inventory.addItemStackToInventory(new ItemStack(Item.arrow, 1)))
            {
                worldObj.playSoundAtEntity(this, "random.pop", 0.2F, ((rand.nextFloat() - rand.nextFloat()) * 0.7F + 1.0F) * 2.0F);
                entityplayer.onItemPickup(this, 1);
                setEntityDead();
            }
        }
    
        public float getShadowSize()
        {
            return 0.0F;
        }
    
        private int xTile;
        private int yTile;
        private int zTile;
        private int inTile;
        private int field_28019_h;
        private boolean inGround;
        public boolean doesArrowBelongToPlayer;
        public int arrowShake;
        public EntityLiving owner;
        private int ticksInGround;
        private int ticksInAir;
    }
    theres it, you can change it timing out ect.
    jsut have a look and change the orange values.

  12. #12
    GRgaergaergaergerag's Avatar
    Join Date
    Aug 2010
    Gender
    male
    Location
    Swagville
    Posts
    4,713
    Reputation
    24
    Thanks
    218
    My Mood
    Yeehaw
    ...or make more dispensers?

  13. #13
    Cal's Avatar
    Join Date
    Apr 2011
    Gender
    male
    Location
    MPGH faggots.
    Posts
    5,553
    Reputation
    394
    Thanks
    825
    Quote Originally Posted by Gyongytyuk View Post
    ...or make more dispensers?
    it wont have the same effect now will it?

  14. #14
    legocjman's Avatar
    Join Date
    May 2011
    Gender
    male
    Posts
    22
    Reputation
    10
    Thanks
    2
    My Mood
    Happy
    If you fire an arrow through a lava fall it supposedly makes a flaming arrow. I don't think it changes the damage though.

Similar Threads

  1. My Crossbow & Sentry Gun v2 + [Help] Stock problem
    By Arasonic in forum Call of Duty Modern Warfare 2 GSC Modding Help/Discussion
    Replies: 12
    Last Post: 01-17-2011, 04:52 PM
  2. Place sentry gun on self.origin
    By xurple in forum Call of Duty Modern Warfare 2 GSC Modding Help/Discussion
    Replies: 7
    Last Post: 09-27-2010, 06:09 AM
  3. sentry gun don't fire on quarantine chaos zombie mod v2!
    By giniu in forum Call of Duty Modern Warfare 2 GSC Modding Help/Discussion
    Replies: 3
    Last Post: 09-10-2010, 06:51 AM
  4. sentry gun last time.
    By cayongrayoo in forum Call of Duty Modern Warfare 2 GSC Modding Help/Discussion
    Replies: 0
    Last Post: 09-10-2010, 05:53 AM
  5. MW2 Killstreaks Guide PART 2 COUNTER-UAV, SENTRY GUN, PRECISION AIRSTRIKE
    By A⁴ in forum Call of Duty Modern Warfare 2 Discussions
    Replies: 6
    Last Post: 04-09-2010, 07:01 AM

Tags for this Thread