Jump to content

Oscarita25

Members
  • Posts

    143
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Oscarita25

  1. you are looking wrong .. they are outside the skins folder the skins folder isn't even opened
  2. checked that more than twice .... here if you want to look
  3. caugh ... caugh ..... oops.. forgot this in my whole code: @SubscribeEvent public static void onModelBakeEvent(final ModelBakeEvent event) { final IRegistry<ModelResourceLocation, IBakedModel> registry = event.getModelRegistry(); injectModels(registry); } thanks @diesieben07 edit: wierd.. it actually changed nothing ?
  4. i am not sure how would i do that?
  5. those are custom classes that i got from some posts from persons who tried this wait i will send 'em: edit: also cadiboo helped me greatly with this :=
  6. i can imagine that it is some stupid error of mine like the last few posts from me ... but i guess i will ask anyways: basicly what i am trying to do is rendering a json file on the player .. which works perfectly fine but i get the missing texture instead of the ones i made... (and i dont even get any kind of error .. like a texture loading error or something like that) the class i overwrite the normal player render with: and my json: edit: btw this is how it looks like:
  7. fixed it minecraft doesn't accept any rotation with other angles than 22.5 45 0 -22.5 -45 (didnt understand the error XD.. well now i know what it meant)
  8. okay i am 100% already sure this is a ONLY json error so i am not sure if the modder support is the right thing to ask this but: (tested it with another model which works just fine) when i try to load my json with my custom renderer i get the error "Invalid rotation 60.0 found, only -45/-22.5/0/22.5/45 allowed" is it because i am using 2 axis rotation instead of 1 axis rotation? here is the json: Edit: its not because of 2 axis rotation
  9. ironically i got back to just doing everything 1 capability for each ?‍♂️ worked out fine actually...
  10. nope its just exactly as the @diesieben07 said. for the unecissary package "overload" its just trying around ... if you read my previous posts you will propably notice that i had absolutly no clue how packages work ... so i am gotta fix that now. also thanks for all the pointers of what is complete nonsense of what i wrote there.
  11. i am not sure if i am misunderstanding this ... but you mean i have to save it somewhere else ... not just with capablities?
  12. also i did overlook this one ... i am only trying that it doesn't follow the player from world to world, I want to change the value when he has the default value, it is a capablitly attached to the player.
  13. @diesieben07 here is the full code: https://github.com/Oscarita25/QuickRepo this is in my eventhandler: @SubscribeEvent public void onPlayerLoggedIn(PlayerLoggedInEvent event) { EntityPlayer player = event.player; //Sycronizing Capabilities ILevel level = player.getCapability(LevelProvider.LEVEL_CAP, null); IExp exp = player.getCapability(ExpProvider.EXP_CAP, null); INExp nexp = player.getCapability(NExpProvider.NEXP_CAP, null); IQuirk iquirk = player.getCapability(QuirkProvider.QUIRK_CAP, null); BNHA.NETWORK.sendTo(new MessageRequestLEVEL(), (EntityPlayerMP) player); BNHA.NETWORK.sendTo(new MessageRequestEXP(), (EntityPlayerMP) player); BNHA.NETWORK.sendTo(new MessageRequestNEXP(), (EntityPlayerMP) player); BNHA.NETWORK.sendTo(new MessageRequestQuirk(),(EntityPlayerMP) player); BNHA.NETWORK.sendToServer(new MessageLEVEL()); BNHA.NETWORK.sendToServer(new MessageEXP()); BNHA.NETWORK.sendToServer(new MessageNEXP()); BNHA.NETWORK.sendToServer(new MessageQuirk()); player.sendMessage(new TextComponentString("Your level is: " + level.getlvl())); player.sendMessage(new TextComponentString("Your exp is: " + exp.getexp())); player.sendMessage(new TextComponentString("Exp needed for the next level: " + (nexp.getnexp() - exp.getexp()))); } @SubscribeEvent public void onPlayerClone(PlayerEvent.Clone event) { //copy's capabilities EntityPlayer player = event.getEntityPlayer(); ILevel level = player.getCapability(LevelProvider.LEVEL_CAP, null); ILevel oldLevel = event.getOriginal().getCapability(LevelProvider.LEVEL_CAP, null); IExp exp = player.getCapability(ExpProvider.EXP_CAP, null); IExp oldExp = event.getOriginal().getCapability(ExpProvider.EXP_CAP, null); INExp nexp = player.getCapability(NExpProvider.NEXP_CAP, null); INExp oldNExp = event.getOriginal().getCapability(NExpProvider.NEXP_CAP, null); IQuirk cap = player.getCapability(QuirkProvider.QUIRK_CAP, null); IQuirk capold = event.getOriginal().getCapability(QuirkProvider.QUIRK_CAP, null); if(event.isWasDeath()) { cap.setMaxCooldown(capold.getMaxCooldown()); cap.setMaxActivatedTime(capold.getMaxActivatedTime()); cap.setCooldown(capold.getCooldown()); cap.setAct(capold.getAct()); cap.setActivated(capold.getActivated()); cap.setAvailable(capold.getAvailable()); cap.setQuirkID(capold.getQuirkID()); level.setlvl(oldLevel.getlvl()); exp.setexp(oldExp.getexp()); nexp.setnexp(oldNExp.getnexp()); BNHA.NETWORK.sendToServer(new MessageLEVEL()); BNHA.NETWORK.sendToServer(new MessageEXP()); BNHA.NETWORK.sendToServer(new MessageNEXP()); BNHA.NETWORK.sendToServer(new MessageQuirk()); BNHA.NETWORK.sendTo(new MessageRequestLEVEL(), (EntityPlayerMP) player); BNHA.NETWORK.sendTo(new MessageRequestEXP(), (EntityPlayerMP) player); BNHA.NETWORK.sendTo(new MessageRequestNEXP(), (EntityPlayerMP) player); BNHA.NETWORK.sendTo(new MessageRequestQuirk(),(EntityPlayerMP) player); } } @SubscribeEvent public void onPlayerTick(LivingUpdateEvent event) { //checking for level ups if (event.getEntity() instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) event.getEntity(); IExp exp = player.getCapability(ExpProvider.EXP_CAP, null); INExp nexp = player.getCapability(NExpProvider.NEXP_CAP, null); ILevel level = player.getCapability(LevelProvider.LEVEL_CAP, null); IQuirk iquirk = player.getCapability(QuirkProvider.QUIRK_CAP, null); if (!player.world.isRemote) { //Random quirk choose Reference.RandomQuirkChoose(iquirk, player); if(exp.getexp() >= nexp.getnexp()) { level.setlvl(level.getlvl() + 1); BNHA.NETWORK.sendToServer(new MessageLEVEL()); nexp.setnexp(nexp.getnexp()*(level.getlvl() ^ 1)); BNHA.NETWORK.sendToServer(new MessageNEXP()); exp.setexp(0); BNHA.NETWORK.sendToServer(new MessageEXP()); player.sendMessage(new TextComponentString("You reached Level " + level.getlvl())); } }else return; } } in the on LivingUpdateEvent i put "Reference.RandomQuirkChoose(iquirk, player);" in my Reference class it looks like this (dont know if its relevant) public static void RandomQuirkChoose(IQuirk iquirk,EntityPlayer player) { if(iquirk.getQuirkID() == Reference.none) { int random = Reference.RandomIntChoose(); System.out.println(random + "Quirk NONE"); iquirk.setQuirkID(random); BNHA.NETWORK.sendToServer(new MessageQuirk()); if(iquirk.getQuirkID() == Reference.quirkless) { System.out.println(random + "Quirk QUIRKLESS"); iquirk.setName("Quirkless"); BNHA.NETWORK.sendToServer(new MessageQuirk()); }else if(iquirk.getQuirkID() == Reference.explosionquirk) { System.out.println(random + "Quirk EXPLOSION"); iquirk.setName("Explosion Quirk"); BNHA.NETWORK.sendToServer(new MessageQuirk()); } if(iquirk.getQuirkID() == Reference.quirkless) { player.sendMessage(new TextComponentString("You are " + iquirk.getName())); }else { player.sendMessage(new TextComponentString("Your Quirk is: " + iquirk.getName())); } } }
  14. ok, but First i am installing a OS ... (made a partition of my harddrive took long enough)
  15. i know that they are not made to work like this ... but i my code basicly does it.. and its not even wanted that it does this ...
  16. okay sorry for the late reply, (had some school stuff to do) basicly i only want to save those values on the player but they save on the account and i dont know why till now my code is a BIG mess so its also very difficult to find the problem i set it up like this: in my OnPlayerJoin event (0 is the default value) a random "qurik" should be choosen (an ID between 1 and 2 till now) when it is 0... but the ID is NOT 0 when i joined a world before i join another if i restart the game the value is 0 again... If a Github Repository is prefered i would provide one (it will take some time because i am installing now a second OS on my pc)
  17. Basicly just as the title describes i want to save multiple values in 1 Capability. i know i can do this with something like this in the Storage class: @Override public NBTBase writeNBT(Capability<IQuirk> capability, IQuirk instance, EnumFacing side) { NBTTagCompound tag = new NBTTagCompound(); tag.setString("name", instance.getName()); tag.setBoolean("activated", instance.getActivated()); tag.setBoolean("available",instance.getAvailable()); //Cooldown tag.setInteger("maxCooldown", instance.getMaxCooldown()); tag.setInteger("cooldown", instance.getCooldown()); //Activation Time tag.setInteger("maxAct", instance.getMaxActivatedTime()); tag.setInteger("act", instance.getAct()); //Quirk ID tag.setInteger("quirkid", instance.getQuirkID()); return tag; } @Override public void readNBT(Capability<IQuirk> capability, IQuirk instance, EnumFacing side, NBTBase nbt) { NBTTagCompound tag = (NBTTagCompound) nbt; tag.getBoolean("activated"); tag.getBoolean("aviable"); //Cooldown tag.getInteger("maxCooldown"); tag.getInteger("cooldown"); //Activation Time tag.getInteger("maxAct"); tag.getInteger("act"); //Quirk ID tag.getInteger("quirkid"); } But i ran into the problem with this that it saves to the Player... not on the world. (as Example: i join world A with "xp" capablity set to 12 and log out join world B and still have the same amount!) i AM using packets... so i dont know what i am doing wrong here.. thanks in advance
  18. okay.. i think this is also my last question: how would i "show" the model / bind the model on the player in the RenderPlayerEvent? (and thanks for helping at always )
  19. just meant that the stuff thats rendered is also visible for other players
  20. ▫️ just bringing this up so someone see's it
  21. Well as the Title already says .. i want to render Models on the player .. and i have no idea how to start .. ◾ i am basicly trying to render the Model class on the modelbiped(of the player) ◾ and it should be not visible only client side .. aka. other players can see it thanks for helping
  22. yeah i do ... okay but my problem what i have would be: that this doesn't work :I .. and i have to save the Level/Exp .. in a NBT .. .. so it wont get deleted when you leave the world/server.. right?
  23. and i also just noticed.. this wont work on the server right? .. i mean i have no step where i am syncronizing the exp/level with the server :I .. *edited* eh .. "no step" yea.. "ServerTickEvent" .... overreading the important things ?
  24. *i am still pretty confused about this* ?
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.