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mrgreaper

Forge Modder
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About mrgreaper

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  1. ah ok, that explains why i couldnt get it to work lol Love the stargate's
  2. having difficulty hooking the new 1.8.9 builds up with computer craft, the base of the stargate does not seem to be acting as a peripheral is there an extra step needed now? (did try the dhd, and chevlon and adding the iris lol ...been trying for over an hour to sus it out)
  3. i cant remember what went wrong, i believe it was fine in singleplayer but once in a multiplayer enviroment it failed or crashed. on my laptop i have my work around, basicly what i have done is made it play the sound if thier is one, and start a timer (all this is in the onUpdate) when the timer reaches x the sound is played again, this repeats until the sound given to it is nulled (its pretty much how pneumaticcraft does it), x in my case though is setup from my constants file which will have a list of all the sound files im likely to need to loop and thier length in ticks, so to get x i
  4. it seems i had this problem before (http://www.minecraftforge.net/forum/index.php/topic,20966.msg106896.html#msg106896) sadly im cursed with a memory issue (short term and some long term is fine but other long term just...well gets deleted) read through it all and i feel i would of been better off not finding my old thread, more confused then ever Still i sort of understand packets now (i have even managed to successfully send one) and that may help. I confess i was hoping for a more newb friendly response then look at this class, trying to work it out from the class feels like
  5. Ok first of all i have block in "" as im pretty sure its done in the blocks tileEntity and not the block itself...though im open to the posibility im wrong. A perfect example of what i want to achieve is the pulverisor or sawmill from ThermalExpansion, when the block is active it emits a noise, now i know how to register sounds (unless they are registered differently if we need them to loop ofcourse) so lets take a sound for an example laugh we have this line in our sounds.json (if additional stuff needs to be added let me know) "laugh": {"category": "master","sounds": [{
  6. ah i see, for some reason i thought it took only one value....hence my confusion. seems rather simple now lol thank you.
  7. ah! ok now its working! thank you i still dont get targetpoints though. Lets take an example of what i want to do, a tile entity will emit the speech synth and all with in a range of x will hear it.. now how i would do that on 1.6.4 is to use the code from the beacon to get all the players in a box and then play a sound at them (or in this case send a packet to them, 1 by 1 just going through the list of players in that range), the sendToAllAround seems like a god send, but i just dont know how to make it use the tile entitiy (or any entitiy/co-ords) as the main point...or how
  8. The reply is appreciated but i have read that a few times, thats how im as far as i am (it seemed the only uptodate one i could find and was referenced in a lot of other places) That doesnt help the issue though registering the packet....yep its registered implementing the packet class ...yep thats done implementing the packet handler...yep done (even did it inside the other class as shown, though i dont like having classes inside classes as thats new to me) sending packets.... done...but not working packet responses...not needed a response so havent done that, but it looks
  9. Ok so im trying to get back into modding and to get something done i never managed before...packets i spent a fair while following some well made guides but nothing went right....turns out they were out of date lol so i searched more and i see "simple network wrapper" is the way to go, and i thought i had it sorted....untill i tried to use them in my main mod file i have public static SimpleNetworkWrapper network; ..snip.. @Mod.EventHandler public void preInit(FMLPreInitializationEvent event) { configHandler.init(event.getSuggestedConfigurationFile());
  10. old field is initialized here https://github.com/mrgreaper/TwistedMod2-reboot/blob/master/src/main/java/com/mrgreaper/twistedmod2/handlers/TwistedEventHandler.java#L30 well...created, it gets a value when the player holds an item. the idea being that it is supposed to stop the sound being played multiple times as on the second tick the code should say "oh thats what you were holding last tick ok" in idea and ssp this works fine (infact with out it i get the same issue in ssp as smp) no errors in the console, nothing of any use in the console at all as original post, all sounds tha
  11. so heres the issue, when a player holds certain items in my mod a sound is played just once at thier location. In ssp and in idea tests it works perfectly.....however when in multiplayer it trys to play the sound every tick! resulting in a barrage of noise. this is from my event handler class @SubscribeEvent public void TwistedTickEvent(TickEvent.PlayerTickEvent event) { //LogHelper.info("the event is working : TwistedTickEvent"); ItemStack itemstack = event.player.getCurrentEquippedItem(); if (itemstack != null) { current = (event.player.get
  12. indeed this^ i decided to take the cowards route and just make them seperate mods that include the same classes, given the package names will be different it shouldnt be too much of an issue, it would be better to have a core mod that my other mods use but my knowedge of java is just not there yet.
  13. Ok so heres the situation, my mod has parts of it people want to use seperate...and indeed i understand that as the main part of it is strange and dark humour. Looking at my code i can see that i essentialy have 3 distinct mods in one. So the easy solution? well split it up into 3 different mods... BUT i have handlers that are used by all of them, so i got to thinking how the professional modders do it, they have a core-mod (ok yeah thats a misleading name for it, but i cant think what to call it lol) I examined the libairies i use, and came on to this idea, i just want to know
  14. ok after a lot of searching i found a method that takes an image and draws it at the co-ordinates you specify at the size you request //ok lets see x and y are the location of where the image will be placed, width and height are the size you want it ...zlevel? public static void drawTexturedQuadFit(double x, double y, double width, double height, double zLevel){ Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(x + 0, y + height, zLevel, 0,1); tessellator.addVertexWithUV(x + width, y + height, zLeve
  15. well this is the code i now have package com.mrgreaper.twistedmod2.gui; import com.mrgreaper.twistedmod2.handlers.ReaperHelper; import com.mrgreaper.twistedmod2.reference.Reference; import com.mrgreaper.twistedmod2.utility.LogHelper; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.GuiScreen; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.EnumChatFormatting; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; /** * Created by david on 10/07/2014. */ public class guiSecurityIdCard extends GuiScreen { private f
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