Everything posted by GotoLink
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[SOLVED] GuiContainer inventory bug in multiplayer [Dedicated server]
For Notch sake, don't copy code. :'( Extend classes. You should check how you open the gui. Don't use ModLoader methods.
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[Solved]Question About attributes.
This is what i meant. Remove the modifier, then apply it again with a new value. Or apply another modifier. Or calculate the complete modified value with old = attributeInstance.func_111125_b(); and change it with attributeInstance.func_111128_a(old*change); There is currently no supported way to modify a part of the modifier in the applied collection. You'll probably end up with a concurrent modification exception if you force it through reflection.
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Max Size world gen structures?
If you generate it progressively instead of entirely, size won't matter.
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Hooking chat commands client-side on multiplayer
Anyway, since we are talking about chat inputs, there is no need for a container. Thus Gui is purely client side.
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Hooking chat commands client-side on multiplayer
GUI are client side.
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Despawning a mob after an elapsed period of time?? How would you do it?
onUpdate() { timer++; if(timer>=timeLimit){ setDead(); timer=0; } }
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Hooking chat commands client-side on multiplayer
Then ASK ON VINNALI FORUMS OR WHATEVER!
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[1.6.2] Solved Mob won't render correct
Then try to find a modeling software that works.
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[ solved ] - HUD images (exp bar, health, hunger, etc.) glitching out.
If you are only drawing strings, use RenderGameOverlayEvent.Text. And add your strings to the lists.
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Using Particles
particleAge and motion parameters are in EntityFX.
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I need the method EntityRegistry.registerModEntity's parameters explained
Not, more like the contrary. Look at sendLocationToAllClients(List) in EntityTrackerEntry, this is where those are used. And EntityTracker contains all vanilla examples.
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Using Particles
Use EntityFX or any subclass.
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I need the method EntityRegistry.registerModEntity's parameters explained
trackingRange: How far from a player the entity continue to "live", somewhere between 10 and 100 is safe. updateFrequency: Pretty self explanatory, usually between 1 and 10. sendsVelocityUpdates: If true, send velocity packets around.
- Mod Name?
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Making custom vehicle
Yes, you'll need to send a packet next for syncing the entity.
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Mob dropping multiple entities on death?
1) LivingDeathEvent 2) world.spawnEntityInWorld(args) 3 times
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Making custom vehicle
On key pressed...use a KeyHandler
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[ solved ] - Keybind Toggle not activating.
Don't use those booleans, and disable the repeatings for your key. Use the keyDown method only. In it, if(tickend) { if(hasOpenedGui) { //close gui hasOpenedGui=false; } else { //open gui hasOpenedGui=true; } } That is, if you have an HUD. If it is a gui (extends GuiScreen), you can use Minecraft.getMinecraft().currentScreen to check.
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Is there a player.getCurrentItemOrArmor() for blocks?
Basic Java: player.getHeldItem() == new ItemStack(Block.slowSand, 1) this will never return true. Use the ItemStack.areItemStackEquals(args) method instead.
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Making A Custom EntityXPOrb
Choose one of the entity registry method. Don't do both, that is useless. Use @NetworkMod annotation.
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[1.6.2] Solved Mob won't render correct
Ho that, you didn't register your renderer.
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[Solved]Question About attributes.
final AttributeModifier speed1 = new AttributeModifier(player.getPersistentID(), "Emblem Speed Boost", 0.25D, 1); The last int argument deals with how the modifier is applied. Its range is in [0..2]. Either an added value, a multiplier, or an added multiplier. Example: choose 2 to apply a (1+0.25D) multiplier to the speed value. You can use attributeinstance.func_111124_b(AttributeModifier) to remove a modifier.
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Model Problems
What I mean is you never do InitRendering() anywhere and your registerTileEntity() does nothing. Learn how to code before doing something like complex rendering.
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[Solved, I think] Custom model for item?
Use IItemRenderer.
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Model Problems
LOL I doesn't matter how you call it if you don't use it at some point.
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