Everything posted by ElTotisPro50
-
(1.16.5 MCP) shoot particles
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 )
-
(1.16.5 MCP) shoot particles
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)
-
(1.16.5 MCP) draw overlay exactly where i put it
nope it didnt is almost the same thing
-
(1.16.5 MCP) draw overlay exactly where i put it
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
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
yeah, ALWAYS NO MATTER WHAT SIZE IS MINECRAFT i want my image there
-
(1.16.5 MCP) draw overlay exactly where i put it
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
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
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
because thats how you do it, i dont use .blit because i dont need it i prefer drawTexturedModalRect like usual
-
(1.16.5 MCP) animate an item (multiple animations) when something happens
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
-
(1.16.5 MCP) draw overlay exactly where i put it
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)
-
(1.16.5 MCP) draw overlay exactly where i put it
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)
-
(1.16.5 MCP) spawn my entity looking at me or the opposite
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
what??, there is no ybodyrot in entity
-
(1.16.5 MCP) spawn my entity looking at me or the opposite
(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
-
(1.16.5 MCP) get my custom entity owner
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; }
-
(1.16.5 MCP) get my custom entity 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
-
(1.16.5 MCP) getShooter in DamagingProjectileEntity throws nullPointerException
it worked
-
(1.16.5 MCP) getShooter in DamagingProjectileEntity throws nullPointerException
what i just told you didnt work, throws null again
-
(1.16.5 MCP) ray trace entity
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)
-
(1.16.5 MCP) getShooter in DamagingProjectileEntity throws nullPointerException
in the same tick method if(getShooter() instanceof PlayerEntity) { setShooter(getShooter()); getShooter().setGlowing(true); } right?
-
(1.16.5 MCP) getShooter in DamagingProjectileEntity throws nullPointerException
so? like i said cast player to the shooter or what?
-
(1.16.5 MCP) getShooter in DamagingProjectileEntity throws nullPointerException
what does that mean cast the player to shooter? PlayerEntity player = (PlayerEntity) getShooter().getEntity();
-
(1.16.5 MCP) ray trace entity
for example remove the entity im looking at or give it glowing effect or set it on fire
IPS spam blocked by CleanTalk.