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Oscarita25

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Everything posted by Oscarita25

  1. Just asking .. do i have to override the player itself or can i just add a collision box in an existing event? if its important i am modding on 1.12.2
  2. ... right ... i will change that but why does this not crash the server at all then? should i get the model id cap different in the layer class? i mean >here<
  3. aren't those packets clien't side and the code will only be executed on the recieving side or did i get there something wrong?
  4. fair point get it deleted ¯\_(ツ)_/¯ like this? yeah fixed that i wont actually change that trial and error 2 clients 1 server started ... the model is only being rendered on the client player that has the model as for "real" debugging with breakpoints and stuff i didn't
  5. actually i dunno anyways i have to go good luck
  6. and your build path is also not messed up somehow?
  7. wierd may be your modid something wierd that isn't being accepted? because it should be generated a folder with your modid in the assets folder when you start your mod ..
  8. sorry didn't read it quite fully did you try to create the assets folder new and not just undo the deleted folder ... i could imagine that you have a hidden file in your previous assets folder
  9. i would try to remove the en_us.json
  10. i did overhaul my capabilities and stuff and made the packets update the capabilities when their values changed but the problem of the problem of other players not seeing the model still persists .. am i sending the packet wrong again? the parrot (placeholder model) should be displaying for the other player too here the repo again : https://github.com/Oscarita25/BNHA this is in my capability : @Override public void synchronize() { if(this.player instanceof EntityPlayerMP){ BNHA.NETWORK.sendTo(new MessageModel(this.model), (EntityPlayerMP) this.player); BNHA.NETWORK.sendToAllTracking(new MessageModel(this.model), (EntityPlayerMP) this.player); } } it is being called always when the value updates in the ModelID class ...
  11. then 1 last question can i use the object holder to register the model to or do i have to that differently?
  12. @GameRegistry.ObjectHolder(value = "ua_sports_chestplate") public static final Item UA_SPORTS_CHEST = null; like this?
  13. sorry i meant how would i get the instance of it then
  14. then 1 question how do Instantinate it?
  15. if i got it right ... new ClothArmor("ua_sports_chestplate",UA_SPORTS_MAT,1,EntityEquipmentSlot.CHEST), new ClothArmor("ua_sports_leggings",UA_SPORTS_MAT,2,EntityEquipmentSlot.LEGS), new ClothArmor("deku_armor_chestplate",DEKU_ARMOR_MAT,1,EntityEquipmentSlot.CHEST), new ClothArmor("deku_armor_leggings",DEKU_ARMOR_MAT,2,EntityEquipmentSlot.LEGS), new ClothArmor("deku_armor_feet",DEKU_ARMOR_MAT,1,EntityEquipmentSlot.FEET), new ClothArmor("bakugo_armor_head",BAKUGO_ARMOR_MAT,1,EntityEquipmentSlot.HEAD), new ClothArmor("bakugo_armor_chestplate",BAKUGO_ARMOR_MAT,1,EntityEquipmentSlot.CHEST), new ClothArmor("bakugo_armor_leggings",BAKUGO_ARMOR_MAT,2,EntityEquipmentSlot.LEGS), new ClothArmor("bakugo_armor_feet",BAKUGO_ARMOR_MAT,1,EntityEquipmentSlot.FEET) this right into the registry?
  16. also just asking bc i did this like really fast: public class ModItems { //Materials public static final ItemArmor.ArmorMaterial UA_SPORTS_MAT = EnumHelper.addArmorMaterial (Reference.MOD_ID +":ua_sports",Reference.MOD_ID +":ua_sports",15, new int[]{1, 4, 5, 2},12,SoundEvents.ITEM_ARMOR_EQUIP_LEATHER,(float) 0); public static final ItemArmor.ArmorMaterial BAKUGO_ARMOR_MAT = EnumHelper.addArmorMaterial (Reference.MOD_ID +":bakugo_armor",Reference.MOD_ID +":bakugo_armor",15, new int[]{1, 4, 5, 2},12,SoundEvents.ITEM_ARMOR_EQUIP_LEATHER,(float) 0); public static final ItemArmor.ArmorMaterial DEKU_ARMOR_MAT = EnumHelper.addArmorMaterial (Reference.MOD_ID +":deku_armor",Reference.MOD_ID +":deku_armor",15, new int[]{1, 4, 5, 2},12,SoundEvents.ITEM_ARMOR_EQUIP_LEATHER,(float) 0); public static final Item[] ITEMS = { new ClothArmor("ua_sports_chestplate",UA_SPORTS_MAT,1,EntityEquipmentSlot.CHEST), new ClothArmor("ua_sports_leggings",UA_SPORTS_MAT,2,EntityEquipmentSlot.LEGS), new ClothArmor("deku_armor_chestplate",DEKU_ARMOR_MAT,1,EntityEquipmentSlot.CHEST), new ClothArmor("deku_armor_leggings",DEKU_ARMOR_MAT,2,EntityEquipmentSlot.LEGS), new ClothArmor("deku_armor_feet",DEKU_ARMOR_MAT,1,EntityEquipmentSlot.FEET), new ClothArmor("bakugo_armor_head",BAKUGO_ARMOR_MAT,1,EntityEquipmentSlot.HEAD), new ClothArmor("bakugo_armor_chestplate",BAKUGO_ARMOR_MAT,1,EntityEquipmentSlot.CHEST), new ClothArmor("bakugo_armor_leggings",BAKUGO_ARMOR_MAT,2,EntityEquipmentSlot.LEGS), new ClothArmor("bakugo_armor_feet",BAKUGO_ARMOR_MAT,1,EntityEquipmentSlot.FEET) }; } @Mod.EventBusSubscriber(modid = Reference.MOD_ID) public class RegistryHandler { @SubscribeEvent public static void onItemRegister(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll(ModItems.ITEMS); LoggingUtil.BNHALogger.info("Registered Items"); } @SubscribeEvent public static void registerModels(ModelRegistryEvent event) { for (Item item: ModItems.ITEMS) { ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory")); } LoggingUtil.BNHALogger.info("Registered models"); } } is this the right way to register it? - just asking because i am not sure (just saying i am on basic level of item registering because i pretty much avoid making items at all)
  17. so @V0idWa1k3r i did pretty much fix the proxy and the items(i think) and am now stuck on the packets :0 so now at this point i am wondering how should i do it correctly because i used my packets as request and reply :0
  18. What is NOOP? yeah i understand that and i wanted to change that for a while just forgot about it because .. if it works it works (i will change it later) i actually i can because those packets are registered for client side and won't be actually executed on server side! (i tested it on server it won't cause issues) https://github.com/Oscarita25/BNHA/blob/0d4dbc2c3f7e5f7bad430f8d129aea5594d83399/src/main/java/com/oscar/proxy/CommonProxy.java#L78 okay i understand that this is bad code can you give a example code of how to do it much better and optimized? how would i do the safety check for that? :0 should i just delete the static intializers or should do it entirely different (code example if possible) yeah it is forgot to delete it if you just look in my code it doesn't even do anything... okay will do i am logging some stuff with it.. but not that much
  19. which handler are you actually refering to?
  20. Here the Github repo so you can browse trough: (figured that this would be faster than copy pasting code) Github BNHA Mod Layer class Model ID Message Server Model ID Message Client Hope that helps also if i do the Packets wrong tell me how to do them right because i am quite sure i am doing them quite wierd and not very optimized...
  21. i am making the a new Renderer because i just use the parrot as placeholder i will replace it with a model of my own and you mean like the Packet class of where i am syncing the caps?
  22. try getting a different version of the lucky blocks mod on a side like curse forge and for testing just throw it out of the modpack and see if it starts
  23. it stopped there constructing and luckyblock-1.12.2-7.6.0.zip is a zip not a jar....
  24. does anyone know how i would do this
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