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Everything posted by theishiopian

  1. Holy crap that actually worked! Thank you very much, I haven't seen hurtMarked documented or used anywhere!
  2. Absolutely! You're in luck, I have a git repo. I added comments in the problem section, the offending code is in EventHandler.java Repo: https://github.com/theishiopian/Parrying
  3. This is a follow up to an earlier post about not being able to use the knockback method. Well, since then I've learned a bit more about the nature of my problem. It turns out that knockback DOES work, but the catch is if I cancel the LivingAttackEvent that I'm calling the code from, then all attempts to modify the velocity of the player are nullified, even if i extract the mojang knockback code and reuse it (which I don't want to do in the long run, for legal reasons). As soon as I stop canceling the event, the knockback works. Unfortunately, I NEED to cancel the event, since its the whole poi
  4. Yes, I know I wasn't using it correctly, that is extremely unhelpful. Fortunately, I was able to figure it out. turns out you have to pass null as the entity argument, which the docs don't do a good job of explaining.
  5. I can't seem to get a sound to play. Code is: player.getLevel().playSound(player, player.blockPosition(), SoundEvents.SHIELD_BLOCK, SoundCategory.PLAYERS, 5, 1); "player" is of type ServerPlayerEntity. I know this code is being called, but no sound is playing.
  6. I am attempting to knock the player in a direction, but cannot seem to figure out how to do it. im using the latest mdk, I've tried "entity.knockback()", "entity.push()" and even "entity.setDeltaMovement()" and nothing seems to work. What is the best way to apply knockback in a direction?
  7. Ok, we've found the culprit! The current version of Atum 2 has some leftover debug code, it's been fixed on their end. Hopefully a release with the fix will be out soon. Thank you for the modlist, that really helped narrow it down.
  8. Thank you for your help. We will cross reference our mod list with yours and see if that narrows it down
  9. yeah, ill send you the changelog: https://www.curseforge.com/minecraft/modpacks/arcanes-pack/files/2801127 We searched through all the mods that got updated, and none of them have calls to System.out.println(); that just print numbers. We found one in enderio, but removing it did not fix the issue.
  10. WHOOPS, I goofed. Heres the real one: https://gist.github.com/RealArcanePhysics/2fda41362f697958cff78375b1fc5733
  11. Here is debug.log: https://gist.github.com/ As well as latest.log: https://gist.github.com/RealArcanePhysics/4ac44e336074c106e86e0090a86567db Please note that the 50s don't show up in either, they only appear in the server console.
  12. Greetings, not sure if this is the right place for this, but I need some modding experts to help with a peculiar phenomenon. My friend runs a modded server and recently updated the pack, which can be found here: https://www.curseforge.com/minecraft/modpacks/arcanes-pack After the most recent update, the console has started spamming the number "50". Thats it, nothing else, just 50. It happens whenever anyone places a block. We are searching the added mods for the cause, I'd guess its some sort of debug code, but in the mean time has anyone else
  13. Alright, I figured it out. you need to call ConfigManager.synch(). The forge docs link a great example that really helped.
  14. I'm trying to use the annotation based config system that forge offers, but the changes don't seem to be saved after a game restart. Is there an extra step I have to do to save the changes to the file? My config class: @net.minecraftforge.common.config.Config(modid = MODID) public static class Config { @RequiresMcRestart @RangeInt(min = 0) @Comment({"The duration of the non-extended immortality potion, in ticks","§eThere are 20 ticks to a second in Minecraft"}) public static int immortalityDurationShort = 200; @RequiresMcRestart @RangeInt(
  15. There's about a dozen fields with names like j6 or k4. I could spend a few hours picking apart all that junk, or make a much more reliable indicator that gets the same idea across without jiggling.
  16. @Animefan8888 I tried setting the seed, but it doesn't seem to work at all. I think I'm going to rethink my effect, the health rendering section is a mess of obfuscated fields that make no sense.
  17. Ah, perfect. so If i get the update counter and multiply, the seed should give me the same number? or will the update counter have updated by the time my code calls?
  18. Since by default my effect really kicks in at 4 hearts, it unfortunately does influence me. However, the seed does help, where does it come from? I'm not at my dev environment currently so I can't find it myself.
  19. I did see a call to rand.nextInt(), Ill find it when I get home. It may turn out to be extraneous though, in which case I'll use the update counter.
  20. I am trying to make an overlay of the vanilla health bar that changes the color of the first two hearts on the bar. The render works fine, and renders my hearts over the vanilla ones no problem. The trouble is that vanilla hearts tend to shake up and down under various conditions, and these movements are hardcoded and can't be accessed. The solution taken by tinkers construct appears to be to render their own health bar, which is something I'd like to avoid. Is there some way of masking out shapes underneath my render, IE erasing anything on the HUD behind my icons? Or perhaps some way of gett
  21. Ok, it looks like the heart shaking is random, I might want to just cancel the health bar rendering and render my own. If anyone has a better idea, I'm all ears. Thank you for the help so far, I've learned a lot about HUD rendering.
  22. Wow, none of these fields are labeled very well at all.
  23. Ah, that makes a lot of sense. I figured I would have to clean up after myself. Also, whats the best way to make my hearts jiggle when the player is on low health, along with the vanilla ones? EDIT: regarding translation, thats what I meant, yeah. EDIT2: rebinding the icon textures fixed the hunger bar.
  24. Ok, progress! Im now seeing 6 dark red rectangles on the oposite side of the HUD from the health bar, that twitch occasionally. code used: public void renderStatusBar(int screenWidth, int screenHeight) { //System.out.println("called"); World world = mc.world; EntityPlayer player = mc.player; final int barHeight = 9; //final int barWidth = (int) (9*((Math.ceil(player.getMaxHealth()/5))/2)); final int barWidth = 18; final int expBarSpace = 3; mc.getTextureManager().bindTexture(overlay); final int vanillaExpLeftX = screenWidth / 2 - 91; // left
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