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poopoodice

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Everything posted by poopoodice

  1. also iirc returning null in getEntityTexture is not allowed (will crash)
  2. you can but the problem is if he want the hand to keep the rotation angle (no swinging), he will need to access the layers and replace then with his own layers, like I did.
  3. It took me really long to adjust the rotations angles and points, btw you can run it in debug mode so you dont have to relaunch the game everytime you make any changes
  4. better post your code as well so people can see if there's anything to do with your code
  5. Models does not need to be registered, only renderers And what I mean by a custom player model is basically the copy and paste of the player model with some rotations and translations... anyways here's the code https://bitbucket.org/poopoodice/ava/src/master/src/main/java/poopoodice/ava/misc/AVATPRenderer.java Just want you to know the code is extremely terrible and should not be an example of doing anything. To explain a bit more: I did not replace anything in vanilla rendering (except the layers, you can't "hide" them). Instead, I hide them and render my own model. I hope there's an easier way to do this but I haven't find anything yet. You may find this more helpful
  6. I haven't find the best solution yet, but any changes (e.g. rotation) made in the pre event will not work because in render method which gets call after pre event resets model's rotation angle and stuff. What I do is hard coded the rotation and position of the custom player model and render it in post event, and set the bodyparts.showModel to false for the parts that you want to render in post event.
  7. You might need an itemstack te renderer
  8. override onLeftClickEntity and addPotionEffect to the living entity
  9. Look at vanilla screens, if your gui is a "pure" gui then you only need to make a custom screen (gui) class, register it, and open it using Minecraft.getInstance().displayGuiScreen(gui);
  10. What do you mean by "didn't work" ?
  11. AttachCapabilitiesEvent to attach the capability to the itemstacks
  12. See how BowItem creates an arrow and how fireball entity make explosions when collide To be more specific: Create and register the entity, maybe make a model and renderer (remember to register it) for it if you dont want it to look like a normal item flying in the sky, and summon it with your item.
  13. that sounds like what exactly fireball does
  14. depend on what kind of "new type of projectile" you want to create, arrow and fireball can be best examples.
  15. Register this attribute https://github.com/denyoongi/supernova/blob/f5d2266aae29e75cab510790fcec1f7fbdeee550/src/main/java/com/jiminsdick/supernova/entities/AngelEntity.java#L64
  16. Hold on, why do you need the texts being translated on server?
  17. first blit should be enough
  18. this is from a previous post on the forum, but apparently it's from Mekanism ๐Ÿ˜›: //Some blit param namings , thank you Mekanism //blit(int x, int y, int textureX, int textureY, int width, int height); //blit(int x, int y, TextureAtlasSprite icon, int width, int height); //blit(int x, int y, int textureX, int textureY, int width, int height, int textureWidth, int textureHeight); //blit(int x, int y, int zLevel, float textureX, float textureY, int width, int height, int textureWidth, int textureHeight); //blit(int x, int y, int desiredWidth, int desiredHeight, int textureX, int textureY, int width, int height, int textureWidth, int textureHeight); //innerBlit(int x, int endX, int y, int endY, int zLevel, int width, int height, float textureX, float textureY, int textureWidth, int textureHeight);
  19. Post the log, and have you register the packet?
  20. Depends on what you want to do, but you should be able to do things in onArmorTick in ur armour class
  21. if ur entity extends AgeableEntity yes they grow : )

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