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coolboy4531

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Everything posted by coolboy4531

  1. EntityLiving should be EntityLivingBase as of (I think, not positive) 1.6, if you want to use the player as a field.
  2. Minecraft.getMinecraft() is client side. I'm really not sure you can try using WorldLoadEvent (and do event.world to get the world instance and that might work better)
  3. Example: //basic class stuff above public static Block tutblock; @EventHandler public void preInit(FMLPreInitializationEvent event) { tutblock = new TutBlock().setUnlocalizedName("tutBlock"); //other stuff }
  4. Forgot how to fix it, I know there's a way though. What is happening is that it is resetting per tick. In other words, being removed then rendered again.
  5. At the @SidedProxy part: You aren't suppose to use the "class-name" because it's asking for the package location. FutureWeaponsMain is not the package that you have ClientProxy in.
  6. You can use Item's: public void addInformation(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, List par3List, boolean par4) To place text (or tooltips) you need to "add" a String to the list field.
  7. Some methods don't have javadoc on them because they are obfuscated yet.
  8. Yeah, we need your code. Try putting your code onto this: http://paste.minecraftforge.net/
  9. I would probably recommend double-checking everything, seeing if there are mistakes or differences between your other tile-entities. It shouldn't happen if you construct them identically. Like said, you should go ahead and try the "println" methods, but remember one thing check whether it is coming from the client or the server. It should run twice if it's being called on both the client and the server.
  10. You could just use plain old booleans to check if the time is right. if (#) { //special time to render } else { //normal render } You can flip-flop them also, but that's your decision. I bet you can find your own way around this, as this isn't that efficient.
  11. Actually, I believe that code is hard-coded into WorldProvider. You can "maybe" use events to extract that and use it for your own use. Otherwise, you might think about using ASM.
  12. You can do that via Google. TL;DR: Search on Google.
  13. Which is why you change it back to 0.5D <3
  14. Maybe Forge has changed, but if seriously don't use @SideOnly unless you now what it does exactly. You should like MoxEmerald said use world.isRemote. If world.isRemote returns true that means it's on the client side. If it's returns false then that means it's on the server side. I hope you are experienced enough to figure this out. Good luck c:
  15. You would then need to register your mod class as that event. #Note: Use the MinecraftForge bus.
  16. Yes. It always does, but you have be close enough to it (you can set it in the fields)
  17. You don't put the registration things in your class constructor. You need to place them in your preInit (FMLPreInitializationEvent) method.
  18. world.playSound(#) or player.(Don't remember but I believe it's the same.) You put this where the portal ticks.
  19. You use GL11.glRotatef. Rotate it at 180 degrees, other fields are easy to find out. (180F, 1F, 0, 0)
  20. Why don't you make your own "ToolMaterial" using Forge's EnumHelper?
  21. An itemstack can only hold one, and you are return one itemstack. Don't get me wrong, I see your question but... if you would like to get multiple drops you might have to return the list (I really don't know) I'll look around.
  22. You really should read what is removed and what is changed in 1.7. You no longer use FMLInitializationEvent instead you use FMLPreInitializationEvent.
  23. No problem. Glad to help c: If you didn't know, PlayerEvent only runs once. While TickEvent.PlayerTickEvent runs "per" tick (20 times a second). In this case, you want to check if the player is on fire every second - for which you need to use a "tick-event."
  24. Don't use PlayerEvent... TickEvent.PlayerTickEvent.
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