Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Lucius Q. User

Members
  • Posts

    25
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Lucius Q. User's Achievements

Tree Puncher

Tree Puncher (2/8)

1

Reputation

  1. Is there a way to create a DamageSource that bypasses Draconic-style armor? (I have a "cast from hitpoints" mechanic in my mod and draconic style armor blocks the hp drain from that mechanic)
  2. You create a subclass of EntityOcelot with an overridden processInteract and replace all ocelots in the world with your ones.
  3. I am trying to use a particle to draw a beam from the player to the target. Instead the particle a good distance from both the player and the target: The code: @Override public void renderParticle(BufferBuilder buffer, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ) { Vec3d lookVec = Helpers.getEntityLook(Minecraft.getMinecraft().player, 1).eyePosition; drawBeam(buffer, origin, target, lookVec, 2); } public static void drawBeam(BufferBuilder buffer, Vec3d S, Vec3d E, Vec3d P, float width) { Vec3d PS = S.subtract(P); Vec3d SE = E.subtract(S); Vec3d normal = PS.crossProduct(SE).normalize(); Vec3d half = normal.scale(width); Vec3d p1 = S.add(half); Vec3d p2 = S.subtract(half); Vec3d p3 = E.add(half); Vec3d p4 = E.subtract(half); int brightness = 240; int b1 = brightness >> 16 & 65535; int b2 = brightness & 65535; buffer.pos(p1.x, p1.y, p1.z).tex(0.0D, 0.0D).lightmap(b1, b2).color(255, 255, 255, 128).endVertex(); buffer.pos(p2.x, p2.y, p2.z).tex(1.0D, 0.0D).lightmap(b1, b2).color(255, 255, 255, 128).endVertex(); buffer.pos(p3.x, p3.y, p3.z).tex(1.0D, 1.0D).lightmap(b1, b2).color(255, 255, 255, 128).endVertex(); buffer.pos(p4.x, p4.y, p4.z).tex(0.0D, 1.0D).lightmap(b1, b2).color(255, 255, 255, 128).endVertex(); }
  4. So if a situation is impossible save for bugs, kick.
  5. Sigh. 1. I know about sides, thanks. 2. The question is: If a certain kind of packet is recieved on a server, then either the mod has a bug, or the client is hacking. What should i do in such situation. I edited the OP to make it more concise.
  6. If a certain kind of packet is recieved on a server, then either the mod has a bug, or the client is hacking. What should the server do in such situation? Kick the player from server? Tell the player in chat that a error occured? Something entirely different?
  7. Entities have a "motionY" field. I believe that that is what you're looking for.
  8. You would need to check for your structure in the world and place portal blocks inside of it. That's why vanilla portal needs to be "ignited", so the game won't need to check every block, only the one that was iginted.
  9. Just use access transformers and unprivate the methods.
  10. Please show your item code. Overriding "getUnlocalizedName" is the correct way to change the name, so your code must be doing something wrong.
  11. I find your lack of Google-fu disturbing: https://wiki.mcjty.eu/modding/index.php/GUI-1.12
  12. I did enable it. The problem is not that it is not cutting anything, but rather that it cuts too much. EDIT: The problem is as follows: drawRect(...)// <- gets drawn setUpStencil(...) drawRect(...) // <- gets cut entirely (should get cut only partially) disableStencil() drawRect(...) // <- gets drawn
  13. Sorry, what? I have just set it up and it cuts everything drawn while it is active.
×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.