GotoLink
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Everything posted by GotoLink
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There is a difference between 'models' folder and 'entities' folder ?
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Block Break Particles and Fake Texture Error
GotoLink replied to ninjapancakes87's topic in Modder Support
The first error message comes from func_111023_E() in Block. Make sure that field_111026_f isn't null. The second comes from you initializing your block too soon. -
Trouble with mob rendering; mobs only use one renderer per mod.
GotoLink replied to linkseyi's topic in Modder Support
You should show use those Render classes. Ho, and you might want to change your package, it is advised to use your own instead of net.minecraft.src. -
No, actually the main problem is that those methods are not used by Minecraft any more: public boolean hitEntity (ItemStack par1ItemStack, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving) public ItemStack onItemLeftClick(ItemStack ItemStack, World par2World, EntityPlayer par3EntityPlayer) You have to update them.
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Doesn't seem to be the code. Could be something in your file codec. How did you make it ?
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Config should be done in the PreInit phase.
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Your sound should be placed like this: mcp/src/minecraft/assets/brenden/sound/attacking.wav
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[1.6.2] [Solved] Every block of a type updates based on one
GotoLink replied to RaTheBadger's topic in Modder Support
So, which value should change only with the cauldron you interact with ? -
[1.6.2] [Solved] Every block of a type updates based on one
GotoLink replied to RaTheBadger's topic in Modder Support
public static boolean potionPrimaryAdded; A static field is shared by every instance of the class. Changing will affect all instances simultaneously. You may want to use static textures, but you may not want this boolean to be static. -
You are registering your entity twice. EntityRegistry.registerGlobalEntityID(Entitybolt.class, "MagicBolt",EntityRegistry.findGlobalUniqueEntityId()); Remove this part. And chose a number instead of using EntityRegistry.findGlobalUniqueEntityId().
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Override like this for example. @Override protected void func_110147_ax() { super.func_110147_ax(); this.func_110148_a(SharedMonsterAttributes.field_111263_d).func_111128_a(your_speed_value_here); }
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[solved]How to put a randomly generated number into a lore?
GotoLink replied to gmod622's topic in Modder Support
The first argument from that method is the ItemStack. Get the id from its NBT, then add this id to the list. It will be displayed different for each. -
NEI API, adding a name to a new keybinding
GotoLink replied to DrEinsteinium's topic in Modder Support
Well my suggested interface would be Item/Block specific, so that huge mods with dozens of items and a huge wiki would actually return a direct link for each one. This is an addition rather than a change of your current API With an item name and a modid, you may do something like: ItemStack searchedItem = GameData.findItemStack(modid, name); if(searchedItem!=null && searchedItem.getItem() instanceof IWikiLinkable) //get specific item wiki link else //get global mod wiki link -
I already tried that. I dont have an assets folder there either. It goes mcp/src/minecraft/modid/textures/items Did you try making the folder yourself ? I don't think your modid folder was here at the beginning, was it ?
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You didn't change it into the Attribute map, so server is desync.
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[solved]How to put a randomly generated number into a lore?
GotoLink replied to gmod622's topic in Modder Support
@SideOnly(Side.CLIENT) /** * allows items to add custom lines of information to the mouseover description */ public void addInformation(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, List par3List, boolean par4) {} In Item class. Not sure if that is what you want. -
@SideOnly(Side.CLIENT) public class RenderYOURMOB extends RenderLiving { public static final ResourceLocation texture = new ResourceLocation(YOURMOD.modid, "textures/entity/YOURMOB.png"); public RenderYOURMOB(ModelBase par1ModelBase, float par2) { super(par1ModelBase, par2); } @Override protected ResourceLocation func_110775_a(Entity par1Entity) { return texture; } } Would be better, just saying
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Welcome Just wanted to add that biomes possess temperature and humidity parameters, which you could be interested into. And living entities have an inWater field.
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NEI API, adding a name to a new keybinding
GotoLink replied to DrEinsteinium's topic in Modder Support
I was thinking about something like this: public interface IWikiLinkable{ String getWikiLink(); String[] getDisplayInfo(); } For modders to implement items and blocks. As for mods information: Loader.instance().getIndexedModList(); Returns an immutable map of ModContainer (an interface in cpw.mods.fml.common package) key-ed by their modid. -
NEI API, adding a name to a new keybinding
GotoLink replied to DrEinsteinium's topic in Modder Support
On the "standalone" part, I can safely say you will need reflection to accomplish this. Depending on how well written the API is, it could be pretty simple, that is, if you can subscribe to an event or call back for your key binding without actually implementing an interface. I must say your idea is interesting. You could even provide an API with some IWikiLinkable interface so that modders add their blocks/items wiki link. -
I would use getLookVec() from EntityLivingBase. This is a code I made for Battlegear's dagger backstab ability: protected boolean performBackStab(Item item, EntityLivingBase entityHit, EntityLivingBase entityHitting) { //Get victim and murderer vector views at hit time double[] victimView = new double[]{entityHit.getLookVec().xCoord,entityHit.getLookVec().zCoord}; double[] murdererView = new double[]{entityHitting.getLookVec().xCoord,entityHitting.getLookVec().zCoord}; //back-stab conditions: vectors are closely enough aligned, (fuzzy parameter might need testing) //but not in opposite directions (face to face or sideways) if(Math.abs(victimView[0]*murdererView[1]-victimView[1]*murdererView[0])<backstabFuzzy && Math.signum(victimView[0])==Math.signum(murdererView[0]) && Math.signum(victimView[1])==Math.signum(murdererView[1])){ return ((IBackStabbable)item).onBackStab(entityHit, entityHitting);//Perform back stab effect } return false; } I use a fuzzy parameter (close to 0) to allow player some chance of doing it. Hope that helped.
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Hum...making it spawn in really dark/lit areas ?
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I think the Forge team wanted to add a BlockBreakEvent, but I don't know if it is still in the works.
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Well, there is the Attribute system, the EntityLivingBase on top of EntityLiving, and a new obfuscation name of the interact(player) method.
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setTickRandomly(boolean) This is an old change. (was it in 1.4 ?)