ElTotisPro50
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Everything posted by ElTotisPro50
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world.addParticles(particles,player.getPosX(),player.getEyeHeight() + 0.5,player.getPosZ(),player.getLookVec().x * 1,player.getLookVec().y * 1,player.getLookVec().z * 1); like that right?(i wrote the POSSIBLE right answer for if i forget it and i have the answer )
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basically i want this when i hold right click my item: https://imgur.com/oT5zp27 thats all, i cant get my particles to shoot world.addParticles(particles,x,y,z,xspeed,yspeed,zspeed) i need to know what i have to put in x,y and z SPEED because i there is no other values (i guess for x,y,z positions i get player position and for y the player eye height)
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(1.16.5 MCP) draw overlay exactly where i put it
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
nope it didnt is almost the same thing -
(1.16.5 MCP) draw overlay exactly where i put it
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
i just noticed that changing the size of the gui scale MOVES MY OVERLAY TOO DUDE WTF, it only keeps the image if i put it at the most left would .blit help me to NOT MOVE THE OVERLAY? -
(1.16.5 MCP) draw overlay exactly where i put it
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
x=200,y=90 (350 and 150 where too far from screen) i dont have 3 images as overlays is just how they look(i painted them because i deleted the other screenshots) but you can see clearly how the overlay moves https://imgur.com/a/0fZ4pMs -
(1.16.5 MCP) draw overlay exactly where i put it
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
yeah, ALWAYS NO MATTER WHAT SIZE IS MINECRAFT i want my image there -
(1.16.5 MCP) draw overlay exactly where i put it
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
somewhere through the middle of my screen(but it changes depending of the size of minecraft) x=350,y=150 my image(is a test but my image will have moreless the same size of the square): https://imgur.com/a/wSRNA6D -
(1.16.5 MCP) draw overlay exactly where i put it
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
1- if something works dont move it hahaha, even if is not the best way to do it 2-from GuiUtils, the offsets are 0,0 because i want to draw the full 256x256 image, imagesizes are 256, i think zlevel puts the overlay far ahead or far behind depending of what integer you put(it doesnt matter) so in x,y i want to add something that makes that the image position doesnt change depending of the size of minecraft -
(1.16.5 MCP) draw overlay exactly where i put it
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
private static final GuiUtils gui = new GuiUtils(); @SubscribeEvent public static void test(RenderGameOverlayEvent.Post event) { if(event.getType() == RenderGameOverlayEvent.ElementType.ALL && !player.isSpectator()) { mc.getTextureManager().bindTexture(MYTEXTURE); gui.drawTexturedModalRect(x, y, imageOffsetX, imageOffsetY, imageSizeX, imageSizeY,zLevel); mc.getTextureManager().bindTexture(AbstractGui.GUI_ICONS_LOCATION); } } it works but if i put minecraft in full screen the image change the position because the size of minecraft, the same happens if i put the game in full screen windowed or small -
(1.16.5 MCP) draw overlay exactly where i put it
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
because thats how you do it, i dont use .blit because i dont need it i prefer drawTexturedModalRect like usual -
i know is weird, for example i made a 3d model of a gun, if i right click the gun rotates up a bit, if i shift the gun moves down a bit, that kind of animations but i dont want 3 guns each of them with a different animation in unity i made this revolver's public GameObject revolver; IEnumerator animation() { revolver.transform.Rotate(new Vector3(0,3,0)); yield return new WaitForSeconds(0.01f); revolver.transform.Rotate(new Vector3(0,6,0)); yield return new WaitForSeconds(0.01f); revolver.transform.Rotate(new Vector3(0,9,0)); yield return new WaitForSeconds(0.01f); revolver.transform.Rotate(new Vector3(0,12,0)); yield return new WaitForSeconds(0.01f); revolver.transform.Rotate(new Vector3(0,-3,0)); yield return new WaitForSeconds(0.01f); revolver.transform.Rotate(new Vector3(0,-6,0)); yield return new WaitForSeconds(0.01f); revolver.transform.Rotate(new Vector3(0,-9,0)); yield return new WaitForSeconds(0.01f); revolver.transform.Rotate(new Vector3(0,-12,0)); } void AnimateRevolver() { StartCoroutine(animation()); } when i want i call "AnimateRevolver" (again in unity), so i want to make something similar in java minecraft
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(1.16.5 MCP) draw overlay exactly where i put it
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
what do you mean with why im using GuiUtils? AbstractGui is for "mc.getTextureManager().bindTexture(AbstractGui.GUI_ICONS_LOCATION);" to make that the overlay doesnt bug(as you once told me) mc.getTextureManager().bindTexture(textureLocation); gui.drawTexturedModalRect(X, Y, imageOffsetX, imageOffsetY, imageSizeX, imageSizeY,zLevel); //"gui" is from GuiUtils mc.getTextureManager().bindTexture(AbstractGui.GUI_ICONS_LOCATION); //i dont know if i have to add or multiply something for example X + screen.topleft (is just an example) -
when i use GuiUtils.drawTexturedModalRect, in x and y it draws in the correct position, but if i put minecraft in fullscreen the overlay moves and the same with fullscreen windowed, how can i make that the overlay's position doesnt change AT ALL if the screen is bigger or in fullscreen or small? GuiUtils.drawTexturedModalRect(X,Y,blah,blah,blah,blah,blah)
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(1.16.5 MCP) spawn my entity looking at me or the opposite
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
oh im sorry, my entity class is not extending living entity or something is extending just Entity -
(1.16.5 MCP) spawn my entity looking at me or the opposite
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
what??, there is no ybodyrot in entity -
(the front of the model of my entity is made looking to the north so thats the front), i have an item and it spawns with right click my entity lets say it has a model of steve, when i spawn it i tried to match the entity's rotation yaw and pitch to player's rotation yaw and pitch but it didnt work, i dont need any code to show thats all entity.rotationPitch = player.rotationPitch SAME WITH YAW i tried to put player.prevrotation but didnt work either this is what i want https://imgur.com/a/KxGjLUT
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(1.16.5 MCP) get my custom entity owner
ElTotisPro50 replied to ElTotisPro50's topic in Modder Support
this is for if i want to use it later in case i forget it because im dump :p in the constructor appart of entitytype and world i put PlayerEntity creator, and i add a variable called creator and in the constructor i put that the variable creator is equals to the constructor's creator private PlayerEntity owner; public MyEntity(EntityType<? extends LivingEntity> entityType, World world,PlayerEntity owner) { super(entityType,world); this.owner = owner; } -
(im extending Entity) so in 1.12.2 there is this.owner that well, gets the player that spawned the entity but i cant find something similar like this.getOwner or this.getPlayer or something, if you extends ProjectileEntity there is getShooter, i know there is no shooter because is not a projectile but i need to get the player that spawned the entity
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hmm, when i right click my item, give glowing to the entity im looking at(with raytrace) i dont want a method or event that detects if i right click an entity because i want to give it the effect at more distance(it would be nice if i can controll the entity detecting distance)
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for example remove the entity im looking at or give it glowing effect or set it on fire