FlashHUN
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Yes, I have looked at the versions of doRender in my supers, but I haven't found anything I could use. Should my doRender look like this then? @Override public void doRender(EntityShadowClone entity, double x, double y, double z, float entityYaw, float partialTicks) { if (entity.getOwner() != null && entity.getOwner() instanceof EntityPlayer) { if (((AbstractClientPlayer) entity.getOwner()).getSkinType().equals("default")) { mainModel = playerDef; } else { mainModel = playerSlim; } } else { mainModel = playerDef; } super.doRender(entity, x, y, z, entityYaw, partialTicks); } If so, how can I then get that in the constructor? public RenderShadowClone(RenderManager rendermanagerIn) { super(rendermanagerIn, getMainModel(), 0.5F); } gives me this error:
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Alright, I am completely lost... public class RenderShadowClone extends RenderLiving<EntityShadowClone> { private ModelPlayer playerDef = new ModelPlayer(0.0F, false); private ModelPlayer playerSlim = new ModelPlayer(0.0F, true); public RenderShadowClone(RenderManager rendermanagerIn) { super(rendermanagerIn, *model*, 0.5F); } @Override public ModelPlayer getMainModel() { return (ModelPlayer)super.getMainModel(); } @Override protected ResourceLocation getEntityTexture(EntityShadowClone entity) { ResourceLocation skin = null; if (entity.getOwner() != null) { skin = ((AbstractClientPlayer) entity.getOwner()).getLocationSkin(); } else { skin = DefaultPlayerSkin.getDefaultSkinLegacy(); } return skin; } @Override protected void applyRotations(EntityShadowClone entityLiving, float p_77043_2_, float rotationYaw, float partialTicks) { super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks); } @Override public void doRender(EntityShadowClone entity, double x, double y, double z, float entityYaw, float partialTicks) { super.doRender(entity, x, y, z, entityYaw, partialTicks); if (entity.getOwner() != null && entity.getOwner() instanceof EntityPlayer) { if (((AbstractClientPlayer) entity.getOwner()).getSkinType().equals("default")) { } else { } } else { } } } What exactly should I be doing, what method should I be using?
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public class RenderShadowClone extends RenderLiving<EntityShadowClone> { private static boolean smallArms; public RenderShadowClone(RenderManager rendermanagerIn) { super(rendermanagerIn, new ModelPlayer(0.0F, getSmallArms()), 0.5F); } @Override public ModelPlayer getMainModel() { return (ModelPlayer)super.getMainModel(); } public static boolean getSmallArms() { return smallArms; } @Override protected ResourceLocation getEntityTexture(EntityShadowClone entity) { ResourceLocation skin = null; if (entity.getOwner() != null) { skin = ((AbstractClientPlayer) entity.getOwner()).getLocationSkin(); } else { skin = DefaultPlayerSkin.getDefaultSkinLegacy(); } return skin; } @Override protected void applyRotations(EntityShadowClone entityLiving, float p_77043_2_, float rotationYaw, float partialTicks) { super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks); } @Override public void doRender(EntityShadowClone entity, double x, double y, double z, float entityYaw, float partialTicks) { super.doRender(entity, x, y, z, entityYaw, partialTicks); if (((AbstractClientPlayer) entity.getOwner()).getSkinType().equals("default")) { smallArms = false; } else { smallArms = true; } } } Is this better? The smallArms and getSmallArms() booleans are static because I get this error in the constructor when they're not:
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So in the RenderShadowClone class it should look something like this? public class RenderShadowClone extends RenderLiving<EntityShadowClone> { private static boolean smallArms; public RenderShadowClone(RenderManager rendermanagerIn) { super(rendermanagerIn, new ModelPlayer(0.0F, smallArms), 0.5F); } @Override public ModelPlayer getMainModel() { return (ModelPlayer)super.getMainModel(); } @Override protected ResourceLocation getEntityTexture(EntityShadowClone entity) { ResourceLocation skin = null; if (entity.getOwner() != null) { skin = ((AbstractClientPlayer) entity.getOwner()).getLocationSkin(); } else { skin = DefaultPlayerSkin.getDefaultSkinLegacy(); } return skin; } @Override protected void applyRotations(EntityShadowClone entityLiving, float p_77043_2_, float rotationYaw, float partialTicks) { super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks); } @Override public void doRender(EntityShadowClone entity, double x, double y, double z, float entityYaw, float partialTicks) { super.doRender(entity, x, y, z, entityYaw, partialTicks); if (((AbstractClientPlayer) entity.getOwner()).getSkinType() == "default") { this.smallArms = false; } else { this.smallArms = true; } } }
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I need to create a tameable mob that is a complete clone of the player and the player is the owner of it. How could I detect what the owner's skin type is in the rendering? Renderer's constructor: public RenderShadowClone(RenderManager rendermanagerIn, boolean useSmallArms) { super(rendermanagerIn, new ModelPlayer(0.0F, useSmallArms), 0.5F); } RenderHandler: RenderingRegistry.registerEntityRenderingHandler(EntityShadowClone.class, new IRenderFactory<EntityShadowClone>() { @Override public Render<? super EntityShadowClone> createRenderFor(RenderManager manager) { return new RenderShadowClone(manager, false); } });
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[SOLVED] [1.12.2] Naturally spawning entity in multiple biome types
FlashHUN replied to FlashHUN's topic in Modder Support
List<Set<Biome>> biomes = new ArrayList<Set<Biome>>(); biomes.add(BiomeDictionary.getBiomes(BiomeDictionary.Type.PLAINS)); biomes.add(BiomeDictionary.getBiomes(BiomeDictionary.Type.FOREST)); biomes.add(BiomeDictionary.getBiomes(BiomeDictionary.Type.SANDY)); event.getRegistry().register(EntityEntryBuilder.create().entity(EntityShinobi.class).id (new ResourceLocation(References.mod_id, "mobs"), References.ENTITY_SHINOBI).name("RogueShinobi").tracker (50, 1, true).spawn(EnumCreatureType.CREATURE, 45, 1, 6, biomes).egg (16770207, 000000).build()); Alright, but how should I make that list? This gives me an error in the spawn method and I have no idea how to make that list -
How can I make an entity naturally spawn in multiple biome types? Like, for example, how could I make it spawn in plains biomes, forest biomes and desert biomes at the same time? @SubscribeEvent public void onEntityRegistry(RegistryEvent.Register<EntityEntry> event) { event.getRegistry().register(EntityEntryBuilder.create().entity(EntityShinobi.class).id (new ResourceLocation(References.mod_id, "mobs"), References.ENTITY_SHINOBI).name("RogueShinobi").tracker (50, 1, true).spawn(EnumCreatureType.CREATURE, 45, 1, 6, BiomeDictionary.getBiomes(BiomeDictionary.Type.PLAINS)).egg (16770207, 000000).build()); }
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[SOLVED] [1.12.2] Rendering custom layers on players
FlashHUN replied to FlashHUN's topic in Modder Support
Yes, I know, I was just wondering if there was a way to automatically calculate the rotationpoint instead of having to find the right amount to translate with. That is exactly what I handle with the EyeSize capability on players so they can choose where the eyes appear and how big they are. -
[SOLVED] [1.12.2] Rendering custom layers on players
FlashHUN replied to FlashHUN's topic in Modder Support
Thank you so, so, so, so much! I got it working, but now there's only one slight issue. How could I make the layers be rendered in the correct place when the player is sneaking? I'm only rendering stuff on the player's head, but if I do GlStateManager.pushMatrix(); if (entitylivingbaseIn.isSneaking()) { GlStateManager.translate(0.0F, 0.2F, 0.0F); } this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); it doesn't render in the right place. -
[SOLVED] [1.12.2] Rendering custom layers on players
FlashHUN replied to FlashHUN's topic in Modder Support
If I do that in the ClientProxy which is where I handle these, I get this error: -
[SOLVED] [1.12.2] Rendering custom layers on players
FlashHUN replied to FlashHUN's topic in Modder Support
Have you ever tried reading through at least the past 2-3 previous replies before saying anything? -
[SOLVED] [1.12.2] Rendering custom layers on players
FlashHUN replied to FlashHUN's topic in Modder Support
How would I get the player out of the context on the client side? ctx.getServerHandler().player? -
[SOLVED] [1.12.2] Rendering custom layers on players
FlashHUN replied to FlashHUN's topic in Modder Support
When the packet gets sent to the specified player from the server, that player's client sets their data to the value received by the server. It doesn't change it for all players, just the specified player that it was sent to. What you're implying is that the packet gets received on all clients at the same time and when one player's data changes the packet gets sent to everyone. -
[SOLVED] [1.12.2] Rendering custom layers on players
FlashHUN replied to FlashHUN's topic in Modder Support
My PlayerLoggedInEvent, PlayerRespawnEvent and PlayerChangedDimension event all have these in them: @SubscribeEvent public static void changeDimesionEvent(final PlayerChangedDimensionEvent event) { EntityPlayer player = event.player; PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player); PacketHandler.INSTANCE.sendTo(new PacketEyeLeft(player), (EntityPlayerMP)player); PacketHandler.INSTANCE.sendTo(new PacketEyeRight(player), (EntityPlayerMP)player); PacketHandler.INSTANCE.sendTo(new PacketEyeSize(player), (EntityPlayerMP)player); } And I got this far in my tracking event: @SubscribeEvent public void onStartTracking(PlayerEvent.StartTracking event) { if (event.getTarget() instanceof EntityPlayer) { } } If my Packet looks like this public class PacketDojutsuActive implements IMessage { private boolean mana; public PacketDojutsuActive() {} public PacketDojutsuActive(EntityPlayer player) { mana = player.getCapability(CapabilityMana.MANA_CAPABILITY, null).getDojutsuActive(); } @Override public void fromBytes(ByteBuf buf) { mana = buf.readBoolean(); } @Override public void toBytes(ByteBuf buf) { buf.writeBoolean(mana); } public static class Handler implements IMessageHandler<PacketDojutsuActive, IMessage> { @Override public IMessage onMessage(PacketDojutsuActive message, MessageContext ctx) { FMLCommonHandler.instance().getWorldThread(ctx.netHandler).addScheduledTask(() -> handle(message, ctx)); return null; } private void handle(PacketDojutsuActive message, MessageContext ctx) { Main.proxy.handleManaB(message.mana, 1); } } } and it's being handled like this in the ClientProxy: public void handleManaB(boolean mana, int packetType) { EntityPlayer player = Minecraft.getMinecraft().player; switch (packetType) { case 1: player.getCapability(CapabilityMana.MANA_CAPABILITY, null).setDojutsuActive(mana); break; } } How should I send it to the players tracking the other player so it changes the data on the player being tracked? What do I need to change? -
[SOLVED] [1.12.2] Rendering custom layers on players
FlashHUN replied to FlashHUN's topic in Modder Support
I send packets to all entities tracking the player when the keybind for activating the thing is pressed. Still, the player tracking the other player who has said thing activated doesn't see it showing up and only the client does. What could be causing this? KeyHandler @SubscribeEvent public void onPlayerEvent(TickEvent.PlayerTickEvent event) { EntityPlayer player = event.player; KeyBinding[] keyBindings = ClientProxy.keyBindings; IMana mana = CapabilityMana.getMana(player); if (keyBindings[3].isPressed()) { if (mana.getSharingan() == 1 || mana.getByakugan() == 1 || mana.getKetsuryuugan() == 1) { if (mana.getEyeLeft() > 0 || mana.getEyeRight() > 0) { if (mana.getDojutsuActive()) { mana.setDojutsuActive(false); PacketHandler.INSTANCE.sendToServer(new ClientDojutsuActive(false)); System.out.println("Turned dojutsu off"); } else { mana.setDojutsuActive(true); PacketHandler.INSTANCE.sendToServer(new ClientDojutsuActive(true)); PacketHandler.INSTANCE.sendToServer(new ClientDojutsuSound()); System.out.println("Turned dojutsu on"); } } else { player.sendMessage(new TextComponentString(I18n.format("key.dojutsu.noe"))); } } else { player.sendMessage(new TextComponentString(I18n.format("key.dojutsu.nodojutsu"))); } } } Packet sent from the KeyHandler: package flash.narutomod.network.clienttoserver.dojutsu; import io.netty.buffer.ByteBuf; import net.minecraft.entity.player.EntityPlayer; import net.minecraftforge.fml.common.FMLCommonHandler; import net.minecraftforge.fml.common.network.simpleimpl.IMessage; import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler; import net.minecraftforge.fml.common.network.simpleimpl.MessageContext; import flash.narutomod.capabilities.player.CapabilityMana; import flash.narutomod.main.Main; public class ClientDojutsuActive implements IMessage { private boolean data; public ClientDojutsuActive() {} public ClientDojutsuActive(boolean data) { this.data = data; } @Override public void fromBytes(ByteBuf buf) { data = buf.readBoolean(); } @Override public void toBytes(ByteBuf buf) { buf.writeBoolean(data); } public static class Handler implements IMessageHandler<ClientDojutsuActive, IMessage> { @Override public IMessage onMessage(ClientDojutsuActive message, MessageContext ctx) { FMLCommonHandler.instance().getWorldThread(ctx.netHandler).addScheduledTask(() -> handle(message, ctx)); return null; } private void handle(ClientDojutsuActive message, MessageContext ctx) { Main.proxy.handleServerManaB(message.data, 1, ctx); } } } ServerProxy: public void handleServerManaB(boolean mana, int packetType, MessageContext ctx) { EntityPlayer player = ctx.getServerHandler().player; IMana cap = CapabilityMana.getMana(player); switch (packetType) { case 1: if (cap.getSharingan() == 1 || cap.getByakugan() == 1 || cap.getKetsuryuugan() == 1) { cap.setDojutsuActive(mana); PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player); PacketHandler.INSTANCE.sendToAllTracking(new PacketDojutsuActive(player), player); PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeSize(player), player); PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeLeft(player), player); PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeRight(player), player); } else { cap.setDojutsuActive(false); PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player); PacketHandler.INSTANCE.sendToAllTracking(new PacketDojutsuActive(player), player); } break; } } -
In my mod I need to render custom layers on players based on their capabilities. The problem is, the client sees the layer completely fine on themself, but doesn't see it on others. How could this issue be solved? RenderPlayerEvent: @SubscribeEvent public void onPlayerRender(RenderPlayerEvent.Pre event) { event.getRenderer().addLayer(new LayerDojutsuBase(event.getRenderer())); } LayerDojutsuBase (Yes, I know it could be more organized and done better, for now I just wanted to get it done, I'll get to doing that later): @SideOnly(Side.CLIENT) public class LayerDojutsuBase implements LayerRenderer<EntityLivingBase> { private static final ResourceLocation baseTL12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_t/left/base.png"); private static final ResourceLocation baseBL12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_b/left/base.png"); private static final ResourceLocation baseL22 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/2x2/left/base.png"); private static final ResourceLocation baseTR12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_t/right/base.png"); private static final ResourceLocation baseBR12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_b/right/base.png"); private static final ResourceLocation baseR22 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/2x2/right/base.png"); private final RenderPlayer playerRenderer; public LayerDojutsuBase(RenderPlayer playerRendererIn) { this.playerRenderer = playerRendererIn; } public void doRenderLayer(EntityLivingBase entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale) { IMana mana = CapabilityMana.getMana(entitylivingbaseIn); if (mana.getDojutsuActive() && !mana.getCurseMarkActive()) { if (mana.getEyeSize() == 0) { if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) { this.playerRenderer.bindTexture(baseTL12); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) { this.playerRenderer.bindTexture(baseTR12); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } } else if (mana.getEyeSize() == 1) { if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) { this.playerRenderer.bindTexture(baseBL12); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) { this.playerRenderer.bindTexture(baseBR12); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } } else if (mana.getEyeSize() == 2) { if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) { this.playerRenderer.bindTexture(baseL22); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) { this.playerRenderer.bindTexture(baseR22); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } } } } public boolean shouldCombineTextures() { return false; } }
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The EULA states that I cannot sell capes, which I indeed don't want to do. I want to give specific people (people who have helped in developing and testing the mod) capes. Is that fine to do, or would that break the EULA too?