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Everything posted by Cadiboo

  1. mc.thePlayer.getPos() returns the position of the bottom of your feet. translate it up on the Y axis by something like 1.6 to make it start around your eye/camera's height
  2. in that render class just do your OpenGL commands that draw a line between the entity and it's thrower
  3. set up a renderer for it and in that renderer connect it to it's thrower Ill have to check this but I think that throwers aren't properly synced between server & client for some reason
  4. do you have an entity set up for your EntityLassoWhip that can be thrown/shot? if so, have you set up a renderer for it?
  5. Do you want this code to run if you have the armor on OR run if you have the armor on AND have thrown a lassoWhip
  6. new EntityLassoWhip(mc.thePlayer.getEntityWorld(), mc.thePlayer); Are you intentionally making a new entity every render tick?
  7. You 100% sure that only that version of Java is available? Have you got good Wifi speeds & the your connection is not blocked in any way java.net.SocketTimeoutException: connect timed out
  8. try disabling any mods that use BrandonsCore
  9. If your still trying to do this, look at the code from TileEntityFurnace & BlockFurnace. It does exactly what your trying to do
  10. Also, the way I've set up my mod works perfectly for me, but it treats what should be a exclusively server-side code as (mostly) common code. If your planning on adding a lot methods that should only exist on the server you should set up your proxies that way
  11. You might want to have a look at how other people have set up their mods, My mod: https://github.com/Cadiboo/WIPTech/tree/master/src/main/java/cadiboo/wiptech Choonster's Mod: https://github.com/Choonster-Minecraft-Mods/TestMod3 TinkersConstruct (their codes does the job well, but its a bit hard to read and understand sometimes) https://github.com/SlimeKnights/TinkersConstruct/ The Grey Ghost - Minecraft By Example (Oriented around teaching the basics) https://github.com/TheGreyGhost/MinecraftByExample Shadow Facts' Tutorials (VERY useful, if sometimes a bit outdated, disjointed and incomplete) https://shadowfacts.net/tutorials/
  12. Look at how ItemBow does it, Heres how I do it in my flamethrower class, adapt it to your situation float velocity = 0.75F; EntityPlayer entityplayer = (EntityPlayer)entityLiving; if (!worldIn.isRemote) { EntityNapalm entitynapalm = new EntityNapalm(worldIn, player); entitynapalm.shoot(player, player.rotationPitch, player.rotationYaw, 0.0F, velocity, 1.0F); worldIn.spawnEntity(entitynapalm); } worldIn.playSound(null, entityplayer.posX, entityplayer.posY, entityplayer.posZ, SoundEvents.ITEM_FIRECHARGE_USE, SoundCategory.PLAYERS, 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + velocity * 0.5F);
  13. Me too, I can see nothing wrong with any of your code.
  14. I've got a projectile entity that works perfectly, but if I fire it at a speed over about 1-2 once it hits a block it renders back about 3 blocks, after a while (a few seconds before the entity's lifespan runs out) the renderer renders properly - This isn't the fault of my renderer, it happens with forges default white box renderer too, but only at speeds higher than a normal arrow. Ive seen a topic from a long time ago about the same problem (they were rendering an Entity Spear) but they didn't get a solution to it, Im hoping that someone knows the solution to this problem. Tinkers construct seems to have solved this problem by making all their projectiles extend Arrow, but it seems like an inelegant solution and it would be great if there was a better one. EntityRailgunProjectile.java RenderEntityRailgunProjectile.java Screenshots: Renderer renders normally right before the entity is killed
  15. ItemBase.java ItemSchematicSign.java ModItems.java Main.java ModRegistry.java ClientModRegistry.java Reference.java
  16. change @EventBusSubscriber to @Mod.EventBusSubscriber
  17. Try inserting some logging to find out what side it is being called on, what called it etc.
  18. @Stenbergcsgo change @SubscribeEvent public static void onModelRegister(ModelRegistryEvent event) { for(Item item : ModItems.ITEMS) { if(item instanceof IHasModel) { ((IHasModel)item).registerModels(); } } } to @SubscribeEvent public static void registerModels(ModelRegistryEvent event) { for (Item item: ModItems.ITEMS) { ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory")); } }
  19. I don't think that you need IHasModel at all Sorry for not coming back to your topic, I accidentally deleted about 80% of my mods code and had to focus on getting it back
  20. For your anti-AFK, please not that FMLNetworkEvent.ClientConnectedToServerEvent says in its class: Fired at the client when a client connects to a server Its only fired ONCE, so your counter is only ever incremented once Will your mod be on the server that you are connecting to?
  21. My Apologies, I thought they were creating a new Item and instead of using () were using [0], I didn't know that you could create an array this way with such a small amount code,
  22. I believe that their error said that it was failing. Sorry for saying how badly it would fail, I've never seen anything like that before and from my experience it should fail catastrophically
  23. Have you tried adding some logging to see what methods are getting called? I cant see anything wrong with your code, but I'm pretty tired and could easily have missed something
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