Everything posted by Differentiation
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Tried to launch Forge 1.12.2 but kept launching Vanilla game
If you don't have Forge downloaded, make sure you follow the latter part of my previous message.
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Tried to launch Forge 1.12.2 but kept launching Vanilla game
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!
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How do i fix my tooltip thing?
Please put a Pastebin link, not a .java link...
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Question about a method
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.
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[minecraft 1.8] block breaking events
Then why did Draco18s tell me that 1.10.2 is soon to be unsupported as well?
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Custom sound not working
MCP is not supported on this Forum. Please provide us with FML Forge code, then we can help.
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[minecraft 1.8] block breaking events
1.8 is no longer supported on this Forum...
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[1.7.10] Player Property and Packet Handler
1.10.2 is the best version to play on confirmed. Like if I'm right
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[1.10.2] [SOLVED] Why addVelocity() method when there is motionX, Y, Z?
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.
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
Thanks
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
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; }
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
So you're basically telling me to remove the null check...
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
but amplifier is .getAmplifier(); method...
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
I see what you mean.
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
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?
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
else { player.motionY = 0.45D? }
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
What do you mean? amplifier?
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
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
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
I see. I'll use MobEffects::JUMP_BOOST then. Thanks!
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
Why not though? Does it give errors or something?
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
Got it. Thanks!
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
PotionEffect::getAmplifier What is the getter for PotionEffect?
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
What's the getter method for PotionEffect? Sorry, I'm having a hard time to locate my IDE.
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[Merchant's Kingdom] - Looking for staff! (1000 player slot server)
Cool!
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[1.10.2] [SOLVED] Checking for the Jump Boost level?
Thanks!
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