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Camellias

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  1. Except I have given the code to you. Several times. And I'm not asking to be given code to fix it, I'm asking to be shown the issues. The reason I couldn't get the bullet working right? It's because I needed to use a comma, not a semi colon, and because the entity was set to being abstract. Two simple things. I wasn't given the code, I was given information I can use later on for other mods I work on. And often times, I figure out how to fix errors on my own. I've had several errors within my code that I simply looked through and discovered the issues without asking anyone. Heck, I have no coding experience, surprise surprise, but coding is logical. Often times I can just look at something and understand the issue. But some things like this issue had to do with defining parameters of the code I didn't know until now. Now, I can encounter different problems that are similar, and can fix it myself. I also intend to be covering several different things in this mod, meaning I'll be exposing myself to different things I've never seen. I don't learn from watching tutorials or classes (not that I can afford those anyways). I learn from shoving myself head in and figuring things out as I go. Heck, by the time this mod is finally finished, there's a good chance I'll be able to figure everything out without ever having been certified in Java, or taking any classes, simply because I decided to expose myself to the stuff directly and learn things as I go. If I could've Googled this issue, everything would've gone faster, but nothing I could find related. Now if someone has the same problem as me, there's evidence on a forum for people to know what is causing their problem and how to fix it, rather than be scared off by the people here because they lose hope on making their mods happen. Honestly, I was tempted to just scrap this whole thing because no one here gave any help on figuring it out. So, with that, I bid you a good life and good day.
  2. Go ahead and mark this as solved. I actually got helpful responses from people that actually looked into the code and realized what I was doing wrong and told me what I was doing wrong, without the sass. It works as I want it to, other than the entity being as slow as an arrow, which is fine. It doesn't drop, it does decent damage, it makes the right sounds, etc. No errors, no dealing with people acting like they're superior to me, and no me over here anymore. Cya.
  3. Yes, I know, but despite changing it to being the bullets, it then goes to the point that it doesn't work. The "doesn't work" as I said before.
  4. All of my code, if you'd like to take a look. Fallout.java Reference.java ModItems.java ClientProxy.java CommonProxy.java ServerProxy.java ItemRevolver.java ItemBullet.java EntityBullet.java
  5. Haven't had a chance to grab it from my computer and spam pastebin with it. And I've been toying with another idea, as well. Haven't had a chance to test it, but I'm thinking about trying to make the guns hitscan weapons. Meaning they'd actually do melee damage, as soon as they detect an entity other block obstructing a straight path, calculated immediately after you right click. I know it's possible, because it's been done in a mod before.
  6. No need to become a sarcastic asshole. Already have too many of those in my life. And by doesn't work, I mean it doesn't do anything. It doesn't fire a projectile, it doesn't use the item in my inventory. All it does is use the pullback animation, as I haven't changed that yet. How else would it not work?
  7. And the changes I made should have worked when I changed the arrow bits to bullet, yet it still didn't work, even when it should have. Yes, I made the edits within every file. That's when I stopped getting errors. But it still didn't work.
  8. Yeah, I have no idea. I attempted making a custom entity, but whenever I try and implement it into the code, these lines either error: if (!worldIn.isRemote) { ItemArrow itemarrow = (ItemArrow)((ItemArrow)(itemstack.getItem() instanceof ItemArrow ? itemstack.getItem() : Items.ARROW)); EntityArrow entityarrow = itemarrow.createArrow(worldIn, itemstack, entityplayer); entityarrow.setAim(entityplayer, entityplayer.rotationPitch, entityplayer.rotationYaw, 0.0F, f * 3.0F, 1.0F); if (f == 1.0F) { entityarrow.setIsCritical(true); } stack.damageItem(0, entityplayer); worldIn.spawnEntity(entityarrow); } Or they don't error and the gun does absolutely nothing.
  9. I guessed as much. That's going to be a pain, until I can figure out how to make the weapon accept that properly, since I based it off the bow code so much...
  10. So I'm trying to make a thing to fire a custom entity, and currently it fires arrows. My only problems with this is the arrow entity texture that you see, but I can live with, and the fact that arrows fall. So unless there's some unknown way to make the entities fired to not fall without creating an entirely new entity file, I need to figure out how to make a custom entity. I've tried using EntityArrow as a basis, like I did with ItemBow, though I end up with several errors I can't fix without causing a crash when I try and use the item. Code I'm currently using for the revolver
  11. Yeah, I just messed up writing the path from memory. Dumb mistake on my part. But yes, that works. Thank you, so much.
  12. Oh. Well, I'll see what that does. I'm assuming I just set it as camfm/resources/textures/blocks/(insert texture name here), correct? camfm is the mod id Never mind. I either assumed wrong, or that doesn't fix it.
  13. So I'm trying to make a JSON file for a specific item in a mod I'm working on, but it's not rendering the textures in game, though the texture files are in the right folders that the file is set to look through. Below is the JSON file. itemrevolver.json
  14. I've tried that. The item completely disappears from the game. No texture, no names, nothing. In its place is Item.null.
  15. Because I'm doing stuff with it later. Just at the moment, my attentions are on the revolver, since it'll be the base of several more complex items. And I don't see why it should be closed for being in 1.7.10, as that's still flourishing in the modding community unlike over half of the latest versions (1.8, 1.9, and 1.12)
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