[MC-13] Arrows do not stick (and stay) in mobs Created: 24/Oct/12  Updated: 27/Jul/20  Resolved: 30/Oct/12

Status: Resolved
Project: Minecraft: Java Edition
Component/s: None
Affects Version/s: Minecraft 1.4.1
Fix Version/s: Minecraft 1.4.3

Type: Bug
Reporter: Arion White Assignee: Unassigned
Resolution: Fixed Votes: 6
Labels: None
Environment:

Windows XP


Issue Links:
Duplicate
is duplicated by MC-9172 Arrow doesn't show Resolved
is duplicated by MC-1604 Arrow bug and mobs Resolved
is duplicated by MC-2136 Arrows only stick into players and no... Resolved
is duplicated by MC-2561 Arrows do not stick onto mobs after s... Resolved
Confirmation Status: Unconfirmed

 Description   

Arrows do not stuck in mob, but in adventure update was such innovation



 Comments   
Comment by Austin [ 08/Dec/13 ]

This is a removed feature. It was buggy, like when shooting a ghast or big slime, it would put a giant arrow in them.

Comment by michaeldutton [ 02/Nov/12 ]

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

Comment by NeverCast [Joshua Lloyd] [ 01/Nov/12 ]

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.

Comment by Lecrayen [ 01/Nov/12 ]

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?

Comment by NeverCast [Joshua Lloyd] [ 01/Nov/12 ]

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.

Comment by Jesper the End [ 01/Nov/12 ]

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.

Comment by NeverCast [Joshua Lloyd] [ 01/Nov/12 ]

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.

Comment by Meta [ 01/Nov/12 ]

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.

Comment by NeverCast [Joshua Lloyd] [ 01/Nov/12 ]

Probably because the arrow was attached to the model, @Meta.
But because some of the models are scaled, the arrow would also be scaled.

Comment by Meta [ 01/Nov/12 ]

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

Comment by Rolf Redford [ 31/Oct/12 ]

Honestly? I would make function float scaleArrow() part of all mobs. Just call it to scale arrow.

Comment by Peter Cooper [ 31/Oct/12 ]

Couldn't the arrows just be scaled down when they hit a larger mob?

Comment by [Mojang] Jeb (Jens Bergensten) [ 30/Oct/12 ]

Because of scaling problems, we've only re-enabled this feature when shooting other players

Comment by tim [ 25/Oct/12 ]

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

Comment by Anthony Martin [ 24/Oct/12 ]

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.

Comment by Maarten Thijs [ 24/Oct/12 ]

it's because it caused too many other issues. It will be fixed once the entire rendering has been rewritten

Comment by Jesper the End [ 24/Oct/12 ]

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.

Comment by Mario Arcidiacono [ 24/Oct/12 ]

Yes, the arrows doesn't work!! http://i.imgur.com/GQZhK.png?1

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