Arrows do not stick (and stay) in mobs
Arrows do not stuck in mob, but in adventure update was such innovation
Environment
Windows XP
Created Issue:
Arrows do not stuck in mob, and before was such innovation!
Arrows do not stuck in mob, and before was such innovation
Environment
Windows XP
Arrows do not stuck in mob,
and before was such innovationArrows do not stuck in mob, but in adventure update was such innovation
Arrows do not stuck in mob, and before was such innovation!
Arrows do not stuck in mobArrows do not stick (and stay) in mobs
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is duplicated by
is duplicated by
Duplicate of MC-13 which has been addressed in 1.4.3
Duplicate of MC-13, please use the search function to see if your bug has already been submitted. Currently over 51% of tickets are being closed as duplicate.
When MC-13 was fixed, it was specifically only fixed for players, as some other mobs had scaling issues with arrows rendering stuck inside of them. However, a large number of mobs did not actually have scaling issues, and yet arrows still stick inside of them. It should probably be reenabled for more specific mobs which do not have this problem in modern versions.
Ghasts are the only mob I could completely confirm to be affected by scaling during Beta 1.8-1.8.1. Slimes likely were as well but I never managed to get any to spawn.
Likely affected mobs that shouldn't render arrows:
- mobs with baby variants
- slime/magma cube/phantom sizes
This may be a feature request, not fully sure
No it's not, otherwise MC-13 would have been a feature request as well.
Fixing this would require some changes to BeeStingerLayer and adding it to basically every single entity renderer. Right now, only the player renderer uses it. There would probably be issues with scaling like in MC-13.
Yes, the arrows doesn't work!! http://i.imgur.com/GQZhK.png?1
I've had this problem also sometimes, but sometimes it is fixed after closing minecraft and logging back in again. It appears to happen very random.
it's because it caused too many other issues. It will be fixed once the entire rendering has been rewritten
The original reason Mojang stated for removing stuck arrows was due to enlarged mobs having comically enlarged arrows stuck in them. Rather than fix it or disabling stuck arrows only for enlarged mobs, Mojang opted to just disable it completely.
I can imaging that the code required to fix it right (so that even enlarged mobs have the correct arrow size) is rather complicated. Personally, I'd be happy if just PVP stuck arrows worked. That's the most fun situation for them.
I think there should be a toggle in the options for this that when you press it it refreshes your render so even if it was glitches you could simply retoggle it
Because of scaling problems, we've only re-enabled this feature when shooting other players
Couldn't the arrows just be scaled down when they hit a larger mob?
Honestly? I would make function float scaleArrow() part of all mobs. Just call it to scale arrow.
Seriously. Why scale arrows? Why should they shrink or grow when being shot?
Does Jeb want to say that when (if it worked) we shoot the enderdragon or a ghast, the arrow gets sized to a size of 4 blocks and slimes got a little needle sticked in?
Senseless o.o
Probably because the arrow was attached to the model, @Meta.
But because some of the models are scaled, the arrow would also be scaled.
So they would need to make a getScale() method, return the scale and pass it to the arrow.
I don't know how they set up their entity systems, but it does not seem to be that hard.
I'm not quite sure how the arrows were attached, but you could probably glScale the inverse of the scale used on the rest of the mob when rendering the arrow. But as I'm not aware of how it was implemented I can't suggest anything, We'll just have to wait and see if Mojang comes up with something.
I think the 'scaling it back' idea is a good idea, but there would probably be a problem with certain mob's like slimes and skeletons, since they have the same entity ID. Not sure if this will be implemented again.
Each entity has it's own instance, id's are irrelevant. You can scale differently depending on the size of the slime, which is just a datavalue thing I believe anyway, as you can spawn really large slimes with plugins/mob spawners/mods/other spawny thingies.
I don't believe they meant "scaling" as in the size of the arrow, more of the distance of the arrow relative to the center of the mob. For example, if you shoot a chicken, should the arrow be a whole block away while it's stuck?
On collision it should raytrace itself to one of the boxes of the mob, and then solve it's location on the face it hit, it should then child itself to that box with it's rotation point and offset set accordingly to it's collision point and travelling vector at the time of impact. That said the raytrace is probably not required as all the collisions in game use AABB anyway.
Edit: It already works on players so all this code is already implemented, It's probably just a pain to get it rendering correctly once the arrow becomes a child of the entities model, due to said scaling.
well that kinda sucks i was hoping it was meant to be there on purpose so i could laugh at where a skeleton hit me XD
This is a removed feature. It was buggy, like when shooting a ghast or big slime, it would put a giant arrow in them.