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Showing content with the highest reputation on 09/27/17 in all areas

  1. Well,. You're copying not extending the built-in Ghast. So it is up to you to put all the AI code in. You might want to consider extending the ghast instead in case there is other code that looks for instanceof the ghast and you want your ghast to be treated the same. Anyway, you need to copy or extend. If you're copying then you need to copy all the methods from EntityGhast and then customize them. You need to copy the initEntityAI() method for example and maybe you missed some others.
    1 point
  2. Fixed it for me on macOS Sierra 10.12.6 using 1.12.2-forge1.12.2-14.23.0.2493
    1 point
  3. No, you're in the dev environment, Just set a breakpoint at the info line and see the stack yourself...
    1 point
  4. I would recommend just spawning them in a specified radius around the player that way you don't have to check what chunks are loaded.
    1 point
  5. If you set a breakpoint in the method, is it called when you equip/unequip the tool? By calling super.getItemAttributeModifiers, you're creating a Multimap that already has AttributeModifiers with the ATTACK_DAMAGE_MODIFIER/ATTACK_SPEED_MODIFIER UUIDs. You then add your own AttributeModifiers with these UUIDs, which could be the cause of your issue. Try creating an empty Multimap instead. That code is from 1.8, before dual-wielding was added along with slot-specific AttributeModifiers and the attack speed attribute. You can see the 1.12.2 version of that code here.
    1 point
  6. This is the definition of matrices. Understanding matrices will definitely help you solve this. I recommend watching this: Linear transformations and matrices | Essence of linear algebra, chapter 3* As for how to rotate around an axis, in 3D, you can look at how utility method is implemented in JOML: https://github.com/JOML-CI/JOML/blob/c312304fefbe757e3d37cba866f5742b3448a85c/src/org/joml/Matrix4f.java#L11379 This is generic use case, but now i have to correct you. What you put in the "What is happening" is not correct. Because in both translation, rotation and scaling, coordinates do "the same" what the model does (it is actually the opposite - model does whatever you do to the coordinate system). That said, the transformations you apply further down in the stack, actually apply to the already transformed coordinates as a whole, so
    1 point
  7. Cough: http://mod-minecraft.net/iron-chests-mod/ In order to rotate around a point you need to translate to the origin by that point's offset from the origin, then rotate, then translate back.
    1 point
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