Everything posted by xXRoboJackXx
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Bow animations? [Solved & Explained by me][page 2]
It's not in the last code you posted. That was what I tried before I used the code you told me to use.
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Bow animations? [Solved & Explained by me][page 2]
Maybe read what I wrote? -.- Already tried that Unless I write it wrong.
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Bow animations? [Solved & Explained by me][page 2]
Maybe read what I wrote? -.- Already tried that Unless I write it wrong.
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Minor help needed. [Solved and fixed code given]
Thanks but the par1World.editingBlocks = true; Is still not working. Thanks for the function one though, if anyone knows what I'm doing wrong on ^^ please tell me. Fixed it I was being a complete idiot sorry. Thanks everyone and how? Instead of explaining it here's the code Block Portal: Teleporter:
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Minor help needed. [Solved and fixed code given]
Thanks but the par1World.editingBlocks = true; Is still not working. Thanks for the function one though, if anyone knows what I'm doing wrong on ^^ please tell me. Fixed it I was being a complete idiot sorry. Thanks everyone and how? Instead of explaining it here's the code Block Portal: Teleporter:
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Bow animations? [Solved & Explained by me][page 2]
And this is the file if you need to see it: package mods.blueeagle.common.items; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import mods.blueeagle.common.mod.mod_TheGodMod; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.Icon; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowLooseEvent; import net.minecraftforge.event.entity.player.ArrowNockEvent; public class AngelBow extends Item { public static final String[] bowPullIconNameArray = new String[] {"bow_pull_0", "bow_pull_1", "bow_pull_2"}; @SideOnly(Side.CLIENT) private Icon[] iconArray; public AngelBow(int par1) { super(par1); this.maxStackSize = 1; this.setMaxDamage(384); this.setCreativeTab(CreativeTabs.tabCombat); } /** * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount */ public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int j = this.getMaxItemUseDuration(par1ItemStack) - par4; ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } j = event.charge; boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (flag || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) { float f = (float)j / 20.0F; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 1.0F; } EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F); if (f == 1.0F) { entityarrow.setIsCritical(true); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack); if (k > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double)k * 0.5D + 0.5D); } int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack); if (l > 0) { entityarrow.setKnockbackStrength(l); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0) { entityarrow.setFire(100); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (flag) { entityarrow.canBePickedUp = 2; } else { par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.itemID); } if (!par2World.isRemote) { par2World.spawnEntityInWorld(entityarrow); } } } public ItemStack onEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { return par1ItemStack; } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 72000; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack par1ItemStack) { return EnumAction.bow; } /** * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { ArrowNockEvent event = new ArrowNockEvent(par3EntityPlayer, par1ItemStack); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return event.result; } if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) { par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack)); } return par1ItemStack; } /** * Return the enchantability factor of the item, most of the time is based on material. */ public int getItemEnchantability() { return 1; } @Override public void updateIcons(IconRegister reg) { this.iconIndex = reg.registerIcon("blueeagle:AngelBow"); } public Icon getIconIndex(IconRegister reg, ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if (usingItem != null && usingItem.getItem().itemID == mod_TheGodMod.AngelBow.itemID) { int X = usingItem.getMaxItemUseDuration() - useRemaining; if (X >= 18) this.iconIndex = reg.registerIcon("blueeagle:AngelBow1"); if (X > 13) this.iconIndex = reg.registerIcon("blueeagle:AngelBow2"); if (X > 0) this.iconIndex = reg.registerIcon("blueeagle:AngelBow3"); } return iconIndex; } } I would appreciate any help thanks in advanced.
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Bow animations? [Solved & Explained by me][page 2]
And this is the file if you need to see it: package mods.blueeagle.common.items; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import mods.blueeagle.common.mod.mod_TheGodMod; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.Icon; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowLooseEvent; import net.minecraftforge.event.entity.player.ArrowNockEvent; public class AngelBow extends Item { public static final String[] bowPullIconNameArray = new String[] {"bow_pull_0", "bow_pull_1", "bow_pull_2"}; @SideOnly(Side.CLIENT) private Icon[] iconArray; public AngelBow(int par1) { super(par1); this.maxStackSize = 1; this.setMaxDamage(384); this.setCreativeTab(CreativeTabs.tabCombat); } /** * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount */ public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int j = this.getMaxItemUseDuration(par1ItemStack) - par4; ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } j = event.charge; boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (flag || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) { float f = (float)j / 20.0F; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 1.0F; } EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F); if (f == 1.0F) { entityarrow.setIsCritical(true); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack); if (k > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double)k * 0.5D + 0.5D); } int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack); if (l > 0) { entityarrow.setKnockbackStrength(l); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0) { entityarrow.setFire(100); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (flag) { entityarrow.canBePickedUp = 2; } else { par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.itemID); } if (!par2World.isRemote) { par2World.spawnEntityInWorld(entityarrow); } } } public ItemStack onEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { return par1ItemStack; } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 72000; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack par1ItemStack) { return EnumAction.bow; } /** * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { ArrowNockEvent event = new ArrowNockEvent(par3EntityPlayer, par1ItemStack); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return event.result; } if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) { par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack)); } return par1ItemStack; } /** * Return the enchantability factor of the item, most of the time is based on material. */ public int getItemEnchantability() { return 1; } @Override public void updateIcons(IconRegister reg) { this.iconIndex = reg.registerIcon("blueeagle:AngelBow"); } public Icon getIconIndex(IconRegister reg, ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if (usingItem != null && usingItem.getItem().itemID == mod_TheGodMod.AngelBow.itemID) { int X = usingItem.getMaxItemUseDuration() - useRemaining; if (X >= 18) this.iconIndex = reg.registerIcon("blueeagle:AngelBow1"); if (X > 13) this.iconIndex = reg.registerIcon("blueeagle:AngelBow2"); if (X > 0) this.iconIndex = reg.registerIcon("blueeagle:AngelBow3"); } return iconIndex; } } I would appreciate any help thanks in advanced.
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Bow animations? [Solved & Explained by me][page 2]
This is my new code for the texture part of the bow: @Override public void updateIcons(IconRegister reg) { this.iconIndex = reg.registerIcon("blueeagle:AngelBow"); } public Icon getIconIndex(IconRegister reg, ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if (usingItem != null && usingItem.getItem().itemID == mod_TheGodMod.AngelBow.itemID) { int X = usingItem.getMaxItemUseDuration() - useRemaining; if (X >= 18) this.iconIndex = reg.registerIcon("blueeagle:AngelBow1"); if (X > 13) this.iconIndex = reg.registerIcon("blueeagle:AngelBow2"); if (X > 0) this.iconIndex = reg.registerIcon("blueeagle:AngelBow3"); } return iconIndex; } Even though the icon for the bow itself works, the pulling the bow itself still doesn't. Anyone know how to fix this? There are no errors either.
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Bow animations? [Solved & Explained by me][page 2]
This is my new code for the texture part of the bow: @Override public void updateIcons(IconRegister reg) { this.iconIndex = reg.registerIcon("blueeagle:AngelBow"); } public Icon getIconIndex(IconRegister reg, ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if (usingItem != null && usingItem.getItem().itemID == mod_TheGodMod.AngelBow.itemID) { int X = usingItem.getMaxItemUseDuration() - useRemaining; if (X >= 18) this.iconIndex = reg.registerIcon("blueeagle:AngelBow1"); if (X > 13) this.iconIndex = reg.registerIcon("blueeagle:AngelBow2"); if (X > 0) this.iconIndex = reg.registerIcon("blueeagle:AngelBow3"); } return iconIndex; } Even though the icon for the bow itself works, the pulling the bow itself still doesn't. Anyone know how to fix this? There are no errors either.
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Bow animations? [Solved & Explained by me][page 2]
I still have to fix the rest of the errors that the update gave me (Which is A LOT) I'll get back to you on it.
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Bow animations? [Solved & Explained by me][page 2]
Just realized I could copy the bow file and use it like this: package mods.blueeagle.common.items; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.Icon; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowLooseEvent; import net.minecraftforge.event.entity.player.ArrowNockEvent; public class AngelBow extends Item { public static final String[] bowPullIconNameArray = new String[] {"bow_pull_0", "bow_pull_1", "bow_pull_2"}; @SideOnly(Side.CLIENT) private Icon[] iconArray; public AngelBow(int par1) { super(par1); this.maxStackSize = 1; this.setMaxDamage(384); this.setCreativeTab(CreativeTabs.tabCombat); } /** * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount */ public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int j = this.getMaxItemUseDuration(par1ItemStack) - par4; ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } j = event.charge; boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (flag || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) { float f = (float)j / 20.0F; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 1.0F; } EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F); if (f == 1.0F) { entityarrow.setIsCritical(true); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack); if (k > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double)k * 0.5D + 0.5D); } int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack); if (l > 0) { entityarrow.setKnockbackStrength(l); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0) { entityarrow.setFire(100); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (flag) { entityarrow.canBePickedUp = 2; } else { par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.itemID); } if (!par2World.isRemote) { par2World.spawnEntityInWorld(entityarrow); } } } public ItemStack onEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { return par1ItemStack; } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 72000; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack par1ItemStack) { return EnumAction.bow; } /** * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { ArrowNockEvent event = new ArrowNockEvent(par3EntityPlayer, par1ItemStack); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return event.result; } if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) { par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack)); } return par1ItemStack; } /** * Return the enchantability factor of the item, most of the time is based on material. */ public int getItemEnchantability() { return 1; } @SideOnly(Side.CLIENT) public void updateIcons(IconRegister par1IconRegister) { super.updateIcons(par1IconRegister); this.iconArray = new Icon[bowPullIconNameArray.length]; for (int i = 0; i < this.iconArray.length; ++i) { this.iconArray[i] = par1IconRegister.registerIcon(bowPullIconNameArray[i]); } } @SideOnly(Side.CLIENT) public Icon func_94599_c(int par1) { return this.iconArray[par1]; } } So now I'm guessing public static final String[] bowPullIconNameArray = new String[] {"bow_pull_0", "bow_pull_1", "bow_pull_2"}; Will search for the textures.
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Bow animations? [Solved & Explained by me][page 2]
kk so this code recognises bow_pull_0.png bow_pull_1.png bow_pull_2.png as the textures Thanks I'll go try it.
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Bow animations? [Solved & Explained by me][page 2]
No no no, I am 1.5 now I just only updated.
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Bow animations? [Solved & Explained by me][page 2]
Oh so don't I need separate textures for the bow anymore?
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Bow animations? [Solved & Explained by me][page 2]
I mean the texture like what happens when you right click aka the pulling.
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Bow animations? [Solved & Explained by me][page 2]
I just watched it and he said he'll make another video about it, so no I don't think it'll be part of it.
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Bow animations? [Solved & Explained by me][page 2]
Didn't help, I'm looking how to animate the bow. I know the rest.
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Bow animations? [Solved & Explained by me][page 2]
I have a feeling it's something like this public Icon getItemIcon(ItemStack par1ItemStack, int par2) { Icon icon = super.getItemIcon(par1ItemStack, par2); if (par1ItemStack.itemID == Item.fishingRod.itemID && this.fishEntity != null) { icon = Item.fishingRod.func_94597_g(); } else { if (par1ItemStack.getItem().requiresMultipleRenderPasses()) { return par1ItemStack.getItem().getIcon(par1ItemStack, par2); } if (this.itemInUse != null && par1ItemStack.itemID == Item.bow.itemID) { int j = par1ItemStack.getMaxItemUseDuration() - this.itemInUseCount; if (j >= 18) { return Item.bow.func_94599_c(2); } if (j > 13) { return Item.bow.func_94599_c(1); } if (j > 0) { return Item.bow.func_94599_c(0); } } icon = par1ItemStack.getItem().getIcon(par1ItemStack, par2, this, itemInUse, itemInUseCount); } return icon; } Which I found in the entity player file but I wouldn't know what to change. (I know nearly everything but how to code a pulling texture :I)
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Bow animations? [Solved & Explained by me][page 2]
I've tried everything to try and mod a bow into 1.5.1 but I can't seem to find the right code for the icons when it's firing, I have everything else just not the bow pulling. So can anyone help me this is the code I have so far (Haven't updated since 1.4, The red glowing parts is what I need help changing, thanks in advance.
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Minor help needed. [Solved and fixed code given]
Thanks but the par1World.editingBlocks = true; Is still not working. Thanks for the function one though, if anyone knows what I'm doing wrong on ^^ please tell me. Fixed it I was being a complete idiot sorry. Thanks everyone
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Minor help needed. [Solved and fixed code given]
Thanks but the par1World.editingBlocks = true; Is still not working. Thanks for the function one though, if anyone knows what I'm doing wrong on ^^ please tell me.
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Minor help needed. [Solved and fixed code given]
I looked in the world.java and couldn't find them so can anyone help?
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Minor help needed. [Solved and fixed code given]
Oh sorry here's examples: EarthWand: BlockPortalHeaven What's glowing in red is the problem. Thanks
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Minor help needed. [Solved and fixed code given]
If anyone can help there's a few things I need to know what a function changed to and what editingblocks changed to: func_94575_c this.field_85192_a.editingBlocks = true; (not the function the editingblocks) And that's it so, if anyone knows what the first function is and the editingblocks is please help me. Thanks in advance.
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Armours and Bows texture.
I know how textures and the override stuff works, the problem is the icons for armor and the readying of the bow.
IPS spam blocked by CleanTalk.