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Differentiation

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Everything posted by Differentiation

  1. If you don't have Forge downloaded, make sure you follow the latter part of my previous message.
  2. Go to Launch Options --> Click on the version you would like to run Forge on --> Open the version pick spoiler --> Scroll all the way down --> Pick the Forge version you would like to use. If you do not have a Forge version installed in your 'versions' folder, Download the Forge version you would like to use --> Install the libraries --> Follow the primer steps. Hope this helped ya!
  3. Please put a Pastebin link, not a .java link...
  4. stack.damageItem(1, playerIn); should do. Otherwise, if it updates to full durability after it is damaged, you need to execute the method server-side.
  5. Then why did Draco18s tell me that 1.10.2 is soon to be unsupported as well?
  6. MCP is not supported on this Forum. Please provide us with FML Forge code, then we can help.
  7. 1.8 is no longer supported on this Forum...
  8. 1.10.2 is the best version to play on confirmed. Like if I'm right
  9. Well, what is the actual purpose of Mojang creating the EntityPlayer::addVelocity(double... x, double... y, double... z); method if there is EntityPlayer::motionX, motionY, and motionZ? They are almost identically the same.
  10. PotionEffect effect = player.getActivePotionEffect(MobEffects.JUMP_BOOST); if (effect != null) { double amplifier = effect.getAmplifier(); player.motionY = ((amplifier + 0.45D) * 1.25D) - (amplifier * 1.15D); } else { player.motionY = 0.45D; }
  11. So you're basically telling me to remove the null check...
  12. but amplifier is .getAmplifier(); method...
  13. I don't see what you mean here. You're either talking about player.getActivePotionEffect(MobEffects.JUMP_BOOST) or player.motionY I don't see anything I called twice. Be more specific please?
  14. else { player.motionY = 0.45D? }
  15. Thankfully I'm smart in math if (player.getActivePotionEffect(MobEffects.JUMP_BOOST) != null) { double amplifier = player.getActivePotionEffect(MobEffects.JUMP_BOOST).getAmplifier(); player.motionY = ((amplifier + 0.45D) * 1.25D) - (amplifier * 1.1D); } else { player.motionY = 0.45D; } Thanks again
  16. I see. I'll use MobEffects::JUMP_BOOST then. Thanks!
  17. Why not though? Does it give errors or something?
  18. PotionEffect::getAmplifier What is the getter for PotionEffect?
  19. What's the getter method for PotionEffect? Sorry, I'm having a hard time to locate my IDE.
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