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Showing content with the highest reputation on 01/22/18 in all areas

  1. It is important in modding to learn how to help yourself. So in this case, it seems like you just have question about making particles generally. So have you looked at all the vanilla and open source mods that generate particles? Have you looked for any recent tutorials on particles? Then for the dragon specifically generating the particles, have you looked at the vanilla dragon code to understand how it attacks and how the head position is tracked? Based on that can you use a forge hook like an attack event and your understanding of the dragon code to generate the particles? When experienced modders answer questions on forums, even they often look things up. So best thing is to learn to look it up yourself? To do that, look at all the similar things you can think of and then put it together.
    1 point
  2. Well, as long as it is valid, yes. But since it is a registry system I wouldn't call it an "id" but rather the "key" for the related collection. So you can get the list of keys from the appropriate registry and then pick a random one from the list. Find the registry and then look at the available methods to get ideas on how to get the keys. Picking a random one then just requires typical Java technique -- I'm pretty sure you can just google "get random entry from Java list" to get examples.
    1 point
  3. How is this question different from your last thread ? Just curious.
    1 point
  4. Block#onBlockActivated will only get called with EnumHand.OFF_HAND if Block#onBlockActivated returns false when using EnumHand.MAIN_HAND. Return false when the hand used is EnumHand.MAIN_HAND, and you'll get the desired effect.
    1 point
  5. Thanks, I solved the problem by overwriting getUpdateTag @Override public NBTTagCompound getUpdateTag() { NBTTagCompound tag = super.getUpdateTag(); this.writeToNBT(tag); return tag; } as I dont need dynamic behavior (yet) I do not use the other methods
    1 point
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