Skarte
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Posts
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Posts posted by Skarte
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nothing works can you tell me another way to do it
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5 hours ago, Animefan8888 said:
Potentially
it didn't work
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1 minute ago, Animefan8888 said:
Well he gave you the documentation which is equivalent to what you want.
not really anyways make my model a child of biped body and in the event just say
ModelCustomArmour model = new ModelCustomArmour();
model.bipedBody.showModel = true;
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3 minutes ago, larsgerrits said:
No. We won't be writing your code for you.
i never said write my code for me there is a difference between an example and writing my code
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example pls
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somebody help
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iam trying to give the player hair where he can switch it on and off so i have to give the player a custom model but if i can instead somehow change the biped model that would be great or maybe have it like a 3d armor anything that works just how
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2 minutes ago, diesieben07 said:
Do I really need to explain to you how an if statement works?
no you don't
just tell me what i need to write in the if statement
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2 minutes ago, diesieben07 said:
It's a field. Every tick event fires twice per tick, once before the vanilla logic and once after. If you do not check for the value of TickEvent#phase in your event handler your code will run in both of these cases, which is not what you want.
No.
how do i stop it?
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11 minutes ago, diesieben07 said:
It would really help if you answered all of my questions and not just one of them.
oh sorry but what is tickevent#phase
and do you accept ?
20 minutes ago, Skarte said:also if my code didn't work out is it possible to take my code and make it work out and give it to me but i think that would be asking for too much
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3 minutes ago, diesieben07 said:
First of all:
Then: Use KeyBinding#isKeyDown, not isPressed.
Where is your registration code located? Is the event handler being called (use the debugger)?
preinit in main class
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2 minutes ago, diesieben07 said:
Post updated code.
this is it also GuiMenu is the gui class
Quotepublic class MyStaticForgeEventHandler
{
@SubscribeEvent
public void buttonGui(ClientTickEvent event)
{
if (KeyBindingHandler.DBCR_MENU.isPressed())
{
Minecraft.getMinecraft().displayGuiScreen(new MenuGui());
}
}
}also if my code didn't work out is it possible to take my code and make it work out and give it to me but i think that would be asking for too much
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2 minutes ago, Animefan8888 said:
That is correct as long as that piece of code is being called.
9 minutes ago, diesieben07 said:KeyInputEvent is not the correct event to check for key bindings, it is used for raw LWJGL keyboard input.
To check for key bindings use ClientTickEvent (be sure to check TickEvent#phase or your code runs twice per tick), Minecraft already handles all the low level LWJGL stuff for you.
it didn't work
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9 minutes ago, Animefan8888 said:
It's in the link I posted, the event needs to be registered to the Event Bus.
it didn't i think registring it like this
QuoteMinecraftForge.EVENT_BUS.register(new MenuGui());
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3 minutes ago, Animefan8888 said:
As long as it is getting registered? Is it working/did you test it?
iam sorry if i sound extra stuped it's because if you can't tell iam new to forge but what do you mean by registering it
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5 minutes ago, Animefan8888 said:
Here.
like this (still in the gui class)
Quotepublic class MyStaticForgeEventHandler
{
@SubscribeEvent
public void buttonGui(KeyInputEvent event)
{
if (KeyBindingHandler.button.isPressed())
{
Minecraft.getMinecraft().displayGuiScreen(new MenuGui());
}
}
} -
2 minutes ago, diesieben07 said:
What the hell is that supposed to mean? Java does not have a notion of "scripts". Please provide complete classes, not excerpts.
when i said script i meant class
3 minutes ago, Animefan8888 said:From within the gui class? That is never going to be called. You have to use the KeyInputEvent in order to do this.
give me an exmaple please
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5 minutes ago, Animefan8888 said:
Where is this being called from?
the gui script
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9 minutes ago, Animefan8888 said:
Did you try it? Did it work? If not what happened?
i allready tried that didn't work so if i had a mod only for this it would be like
the keybinding script
Quotepublic static KeyBinding button = new KeyBinding("Menu", Keyboard.KEY_M, "something");
public static void registerKeyBindings()
{
ClientRegistry.registerKeyBinding(button);
}and the gui script
Quote{
if (KeyBindingHandler.button.isPressed())
{
Minecraft.getMinecraft().displayGuiScreen(new MenuGui());
}
}
private final ResourceLocation texture = new ResourceLocation(Refrence.MODID + ":textures/gui/Menu.png");
private int menuwidth = 153, menuhight = 152;
@Override
public void drawScreen(int mouseX, int mouseY, float partialTicks)
{
Minecraft.getMinecraft().renderEngine.bindTexture(texture);
drawTexturedModalRect(0, 0, 0, 0, menuwidth, menuhight);
super.drawScreen(mouseX, mouseY, partialTicks);
}
@Override
public void initGui()
{
super.initGui();
}
@Override
protected void actionPerformed(GuiButton button) throws IOException
{
super.actionPerformed(button);
}
@Override
protected void keyTyped(char typedChar, int keyCode) throws IOException
{
super.keyTyped(typedChar, keyCode);
}
@Override
public boolean doesGuiPauseGame()
{
return false;
}and in the pre init in the main script
QuoteKeyBindingHandler.registerKeyBindings();
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14 minutes ago, diesieben07 said:
Where do you want this button to be?
In general, a non-inventory GUI is opened by calling Minecraft#displayGuiScreen with a new instance of your GuiScreen.
it's a gui button
so all i do is just say if(keybind-ispressed) minecraft#displayguiscreen ?
this is my script
Quotepublic class MenuGui extends GuiScreen
{
private final ResourceLocation texture = new ResourceLocation(Refrence.MODID + ":textures/gui/Menu.png");
private int menuwidth = 153, menuhight = 152;
@Override
public void drawScreen(int mouseX, int mouseY, float partialTicks)
{
Minecraft.getMinecraft().renderEngine.bindTexture(texture);
drawTexturedModalRect(0, 0, 0, 0, menuwidth, menuhight);
super.drawScreen(mouseX, mouseY, partialTicks);
}
@Override
public void initGui()
{
super.initGui();
}
@Override
protected void actionPerformed(GuiButton button) throws IOException
{
super.actionPerformed(button);
}
@Override
protected void keyTyped(char typedChar, int keyCode) throws IOException
{
super.keyTyped(typedChar, keyCode);
}
@Override
public boolean doesGuiPauseGame()
{
return false;
}
} -
it's a gui button
so all i do is just say if(keybind-ispressed) minecraft#displayguiscreen ?
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so i have been looking for a tutorial for that but everyone is expecting you to have a block/item to show the gui i just want to press a button i allready made the texture and the keybind just need to know how to make a gui not a container also how to add buttons
how do you change the player model
in Modder Support
Posted
iam stoping it from rendering the player model now how do i make it render my model
@SubscribeEvent public void preRenderPlayer(RenderPlayerEvent.Pre event) { event.setCanceled(true); }