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soravoid

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About soravoid

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    Tree Puncher

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  1. Currently, I'm trying to make a sword with a "charges capability" which will strike lighting down onto the entity every four hits (which is a whole other can of worms). I've listed the relevant classes below, but it's on a Github in case I missed anything. Main class: https://github.com/soravoid/Exceed/blob/master/src/main/java/com/github/soravoid/exceed/Exceed.java Event Bus: https://github.com/soravoid/Exceed/blob/master/src/main/java/com/github/soravoid/exceed/ExceedEventBusSub.java The Capability Provider: https://github.com/soravoid/Excee
  2. This probably is something really simple, but I can't punch in my testing worlds, like the title says. I tried redoing the gradle process stuff, but I still can't punch. Any ideas on what it may be?
  3. I fixed the problem, I wasn't using the Container passed in ScreenManager#registerFactory. I adjusted it to take in the correct parameters. Marking as solved
  4. @Cadiboo https://github.com/soravoid/SparkOn Should I be making my own custom capability?
  5. I have a custom inventory that opens when a player presses a keybinding. It's working for the most part, but the inventory of the player "resets" whenever I relog. As in everything will return back to its place, and if I try to fill up my inventory, the items will delete themselves. I'm not sure what's exactly happening. I'm using capabilities to save the items, and I'm sure they are registered right. I am opening the container using EntityPlayer#openContainer since it's basically like a chest. Container class: https://pastebin.com/fkRUCkEu Capability Class: h
  6. Update: I've drunk some stop-being-stupid juice and realized I should probably make a provider. I still need help with the Gui registering and return value though.
  7. What should I do instead of having IInventory? Would I extend a different class and then declare the ItemHandler capability in there? Also, what should openGui(OpenContainer) in GuiHandler return in order for me to register it as GuiHandler?
  8. I've done my best to try and get through this without turning to the forums, but I've hit a really difficult roadblock. I am trying to make a one slot inventory that will open when a keybinding is pressed. I'm having trouble with using capabilities to store the inventory (which I kinda "completed", but I think it looks kinda weird) and opening the GUI. Here are the files: SparkOn.java package com.soravoid.sparkon; import com.soravoid.sparkon.capabilities.CapabilityAlignerInv; import com.soravoid.sparkon.capabilities.interfaces.IAlignerInv; import com.soravoid.sparkon.handlers.
  9. Thank you! My "mana" bar is working now and the capabilities are synced up! Marking as solved
  10. UPDATE: So, the class I mentioned above wasn't the correct thing to try and extend, but I've found an interface called IPacket. That seems promising but I have no idea what I should put in the triangular brackets (T in IPacket<T>). Does anyone have any ideas?
  11. @Cadiboo Looked through the section that you send me, I should probably say that I do have a PacketHandler with the SimpleChannel stuff. Going through the ProjectE packets, they all still implement IMessage, so I'm still not sure what to do. I digged through the Forge files a bit more and see a pretty promising "IndexedMessageCodec", so I'll post back here once I try using that.
  12. Since the IMessage interface was taken out (at least to my knowledge, the simpleimpl package is no longer in net.minecraftforge.fml.network.simple), what is the new way to send packets from the server to the client? I know that it has something to do with a MSG class from the docs, but it doesn't look like any of the MSG classes relate to Minecraft Forge (I also may not have eyes) (I have capabilities and I want to tell the client the values, they're set up correctly)
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