#Crossbow pull threshold
1 messages · Page 1 of 1 (latest)
I don't know how to make the empty crossbow model different from the charged, i managed to pull of the animation but since its a revolver, i want the hammer to be un

ed when the crossbow is empty and 

ed when the crossbow has any projectile (arrow or air or smthng)
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The issue is you're referencing the arrow model when the crossbow is not being pulled, but you're not checking if it also has an arrow loaded
Try taking a look at the vanilla crossbow item model definition
where can i see this?
Misode's Datapack Generators are useful when creating files such as loot tables, predicates, advancement, worldgen files, and more!
Go to the Item generator and search for crossbow as a preset
also you have vanilla files in the launcher folder on the .minecraft/<version>/<version>.jar path.
in what category?
item aka item model definition
I'm beggining with resource packs I don't understand what I have to do
Go to Misode, go to the Item generator, click presets, search for Crossbow, compare it to what you have
ohh okay i got it
{
"model": {
"type": "minecraft:condition",
"on_false": {
"type": "minecraft:select",
"cases": [
{
"model": {
"type": "minecraft:model",
"model": "minecraft:item/crossbow_arrow"
},
"when": "arrow"
},
{
"model": {
"type": "minecraft:model",
"model": "minecraft:item/crossbow_firework"
},
"when": "rocket"
}
],
"fallback": {
"type": "minecraft:model",
"model": "minecraft:item/crossbow"
},
"property": "minecraft:charge_type"
},
"on_true": {
"type": "minecraft:range_dispatch",
"entries": [
{
"model": {
"type": "minecraft:model",
"model": "minecraft:item/crossbow_pulling_1"
},
"threshold": 0.58
},
{
"model": {
"type": "minecraft:model",
"model": "minecraft:item/crossbow_pulling_2"
},
"threshold": 1
}
],
"fallback": {
"type": "minecraft:model",
"model": "minecraft:item/crossbow_pulling_0"
},
"property": "minecraft:crossbow/pull"
},
"property": "minecraft:using_item"
}
}
now what i do with htis?
I don't know why you're showing me that, I already know what it looks like
Make a copy of it, put it in your resource pack as the item model definition for your revolver, and change its references to your revolver's models
but i have different revolver mdoels
What do you mean?
This replaces the file up here
We love no-context images here
this is the one for default
No, that is an item model definition
and i have a similar one for the desert eagle revolver skin
Replace this with the file you got from Misode
okay
And then replace the model references with your model references from this original file
did it
okay so the second part of the crossbow loading animation the model appears as pruple and black
Then you are not referencing your model file correctly, or the model file has a problem
how can i know which is the second model in this file?
Hm, well if it's the second part of the animation, which model could that be?
Elaborate
pls dont make fun im relatively new🙏

I'm not...
i changed the models so that it is the same as the last one
whatever i change the part when you click the crossbow dosents render
and i checked all models and they are all fine in blockbench
Do those models work at later stages in the animation?
okay i just deleted all and copied from misode and did it again👍
now it works
thx so much kanoakarob
btw by any chances do you know how to make a custom health bar?
Open a new help thread
i know how to edit the hearts and all
ok
Your question, #1355579474812473568 (Crossbow pull threshold), was resolved!
#1355579474812473568 message
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