Zeltron
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Posts posted by Zeltron
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Just now, Zeltron said:
i figured it out
public static final PropertyDirection FACING = BlockHorizontal.FACING; public int getMetaFromState(IBlockState state) { return ((EnumFacing)state.getValue(FACING)).getIndex(); } public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) { worldIn.setBlockState(pos, state.withProperty(FACING, placer.getHorizontalFacing().getOpposite()), 2); } public IBlockState withMirror(IBlockState state, Mirror mirrorIn) { return state.withRotation(mirrorIn.toRotation((EnumFacing)state.getValue(FACING))); } protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] {FACING}); } public IBlockState withRotation(IBlockState state, Rotation rot) { return state.withProperty(FACING, rot.rotate((EnumFacing)state.getValue(FACING))); } public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state) { this.setDefaultFacing(worldIn, pos, state); } private void setDefaultFacing(World worldIn, BlockPos pos, IBlockState state) { if (!worldIn.isRemote) { IBlockState iblockstate = worldIn.getBlockState(pos.north()); IBlockState iblockstate1 = worldIn.getBlockState(pos.south()); IBlockState iblockstate2 = worldIn.getBlockState(pos.west()); IBlockState iblockstate3 = worldIn.getBlockState(pos.east()); EnumFacing enumfacing = (EnumFacing)state.getValue(FACING); if (enumfacing == EnumFacing.NORTH && iblockstate.isFullBlock() && !iblockstate1.isFullBlock()) { enumfacing = EnumFacing.SOUTH; } else if (enumfacing == EnumFacing.SOUTH && iblockstate1.isFullBlock() && !iblockstate.isFullBlock()) { enumfacing = EnumFacing.NORTH; } else if (enumfacing == EnumFacing.WEST && iblockstate2.isFullBlock() && !iblockstate3.isFullBlock()) { enumfacing = EnumFacing.EAST; } else if (enumfacing == EnumFacing.EAST && iblockstate3.isFullBlock() && !iblockstate2.isFullBlock()) { enumfacing = EnumFacing.WEST; } worldIn.setBlockState(pos, state.withProperty(FACING, enumfacing), 2); } }
also change ur block state to
{ "variants": { "facing=north": { "model": "modid:laptop" }, "facing=south": { "model": "modid:laptop", "y": 180 }, "facing=west": { "model": "modid:laptop", "y": 270 }, "facing=east": { "model": "modid:laptop", "y": 90 } } }
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i figured it out
public static final PropertyDirection FACING = BlockHorizontal.FACING; public int getMetaFromState(IBlockState state) { return ((EnumFacing)state.getValue(FACING)).getIndex(); } public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) { worldIn.setBlockState(pos, state.withProperty(FACING, placer.getHorizontalFacing().getOpposite()), 2); } public IBlockState withMirror(IBlockState state, Mirror mirrorIn) { return state.withRotation(mirrorIn.toRotation((EnumFacing)state.getValue(FACING))); } protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] {FACING}); } public IBlockState withRotation(IBlockState state, Rotation rot) { return state.withProperty(FACING, rot.rotate((EnumFacing)state.getValue(FACING))); } public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state) { this.setDefaultFacing(worldIn, pos, state); } private void setDefaultFacing(World worldIn, BlockPos pos, IBlockState state) { if (!worldIn.isRemote) { IBlockState iblockstate = worldIn.getBlockState(pos.north()); IBlockState iblockstate1 = worldIn.getBlockState(pos.south()); IBlockState iblockstate2 = worldIn.getBlockState(pos.west()); IBlockState iblockstate3 = worldIn.getBlockState(pos.east()); EnumFacing enumfacing = (EnumFacing)state.getValue(FACING); if (enumfacing == EnumFacing.NORTH && iblockstate.isFullBlock() && !iblockstate1.isFullBlock()) { enumfacing = EnumFacing.SOUTH; } else if (enumfacing == EnumFacing.SOUTH && iblockstate1.isFullBlock() && !iblockstate.isFullBlock()) { enumfacing = EnumFacing.NORTH; } else if (enumfacing == EnumFacing.WEST && iblockstate2.isFullBlock() && !iblockstate3.isFullBlock()) { enumfacing = EnumFacing.EAST; } else if (enumfacing == EnumFacing.EAST && iblockstate3.isFullBlock() && !iblockstate2.isFullBlock()) { enumfacing = EnumFacing.WEST; } worldIn.setBlockState(pos, state.withProperty(FACING, enumfacing), 2); } }
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14 hours ago, Animefan8888 said:
Make a block and or Property that that breaks all the other blocks when it is broken and make them render as invisible.
have no clue how to do that
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12 minutes ago, Animefan8888 said:
new BlockStateContainer(this, FACING, ON);
And if you dont know what I mean by override createBlockState then you need to learn Java basics. And it will be overridden in your Blocks class.
theres a reason why i said be detailed, . i started this project 2 weeks ago
@Override protected BlockStateContainer createBlockState() { new BlockStateContainer(this, FACING, ON); return super.createBlockState(); }
is this what ur talking about
Btw "ON" can not be resolved
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11 minutes ago, Animefan8888 said:
You also need to override createBlockState and pass in all of your properties to the new BlockStateContainer.
can u give me an example
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7 minutes ago, Animefan8888 said:
Dont do this, you will have to split it up the blocks you cant have collision greater than 1, 1.5, 1.
well thx for telling me, but i dont plan on figuring out a way to split my model.
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I've made a block model thats 3x3x3 and id like it so ur not able to place blocks with in the texture and so u can break it when u aim at the texture and not the middle of it. ive already set Bouding Box and Collision. for example, if your familiar with the Mekanism mod there Block DIGI Miner is a 3x3x3 and if u mine it at any block with in the 3x3x3 area it breaks, How do i set that up, Please be Detailed | im not that advanced
Hope u can see the problem here
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Before i Begin, my grammar is not the best so honestly plz don't criticize
so im trying to make my blocks to face me when i place them but when ever i use the
this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH));
method my game crashes, the way i add blocks to my game is by adding
public static final Block LAPTOP = new BlockGen_Laptop("laptop", Material.ROCK);
ModBlocks class, that is an array. my block model is in the game fine but to add block property to it, i made a new class and Named it BlockGen_Laptop, that i extended to BlockBase,
and i thats where i put all my proparts like setLightlevel and stuff. so now that u have a visual of what my set up is. when ever i add
public static final PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL); and in constructor this.setDefaultState(blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH));
it crashes my game when i try to debug it, so can some one PLEASE Give me A DETAILED why on how to Allow my BLOCK to FACE ME when i place it. and my game not to crash in the process.
My Discord is: Zeltron#0710
Please Help meh
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On 9/25/2017 at 8:09 AM, Artsicle said:
Thanks, I got it!
(For those who want to know, here is the code)
@Override public IBlockState getStateForPlacement(World world, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer, EnumHand hand) { return super.getStateForPlacement(world, pos, facing, hitX, hitY, hitZ, meta, placer, hand).withProperty(FACING, placer.getHorizontalFacing()); }
"FACING" is not a thing
3x3x3 hit box | how to make Ghost Blocks ??
in Modder Support
Posted
alright let me take a look at that