Everything posted by LuccaPossamai
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Synched Entity Model
I was double checking to see with the debugger, but I had not seen the problem, I finally managed to fix it here, thank you very much.
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Synched Entity Model
Oh I'm sorry, now It's fixed in the repository. To see the problem you must right click an item called "Wand"(Artifacts tab). This way you'll launch an amethyst boulder, when it stops bouncing, if you press right click again you'll launch another boulder, but, the one that is in the ground will rotate too.
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Synched Entity Model
Oh, I see. Sorry, here's the repository https://github.com/luccaPossamai/M.O.Hard-FORGE. I will send the renderers registration anyway.
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Synched Entity Model
All the other entities model work fine.
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Synched Entity Model
Hello, I'm making an Entity that extends AbstractArrow, but when I was making the Renderer and the Model. I realized that the "setupAnim(...)" method was running on entities that it shouldn't run on. In the case, an entity's "animation" was running on another entity animation. I think the problem is in the renderer, here's the code. Here's the Model class too:
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Render a capability element
I'm trying to render a mana bar, I created a capability to store the mana information. I made it regen in PlayerTickEvent in server side. When im tryed to render the bar, the capability only return the information for the local player. I see that the Vanilla render these elements by the entityData. There is any form that I can render this?
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[1.19] EntityType.Builder issue
Im trying to update my mod to 1.19, but I'm having issues in the Registration part. In the 1.18 version this problem did not happen. I really don't know whats happening. It keep sending this error message: The line it mentioned:
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Render Text in the middle of the air
I think I fixed, befor I summon the armor stand, I changed the bounding box to 0,0,0. Nop, the problem continues
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Render Text in the middle of the air
Hello, I'm trying to make an damage indicator. When a entity receive damage a floating text appears showing the damage. I've tried to use a renamed invisible armor stand, but doing this, the armor stand hitbox stay in the front of the entity hit box, and it disturbs the player's aim. When the player tries to attack, he hit the armor stand.
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hurtBreak method not working
I want to make the item decrease its durability when it is used. I mean, "hurt" the item when the player tries to use it seems like the better option. I've tried to call it when inside the elytraFlightTick method and cancel the flight later, the item durability reduces, but the player keep starting the boring flight animation. Sorry if i wrote a little weird, i'm not very good at english.
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hurtBreak method not working
Is there any other way to do it, I mean, use this method with other context?
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hurtBreak method not working
Yes, the level is client side. How can I call this method right?
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hurtBreak method not working
I'm trying to make an jetpack, but I can't make the item receive damage. I think it has something to do with the client side. Here's the code:
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entity.hurt not working when call player.getCapability
Oh, thats makes sense.
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entity.hurt not working when call player.getCapability
here it is: luccaPossamai/Outro1.18 (github.com) (some words are written in portuguese)
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entity.hurt not working when call player.getCapability
I used, but it indicates the correct mana, it's running the code inside the statement, but the method entity.hurt is not working dunno why.
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entity.hurt not working when call player.getCapability
I removed this line: ManaCapability manaCapability = player.getCapability(ModCapabilities.MANA_CAPABILITY).orElse(null); and the if statement : if (manaCapability.getMana() >= this.manaCost) {
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entity.hurt not working when call player.getCapability
I created a capability to store player's mana. This mana is used to control the player of casting items. In a method inside an item class I call the mana capability to verify if the player have the amount of mana required to cast the item. But, when I tried to use in game, the item went into recharge(cooldown) but the entity that I punched was not hurt. When I remove the line code of the capability, everything works. The method:
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"getCapability" calling other capability
Oh you're right I created a loop. But this not solve the problem
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"getCapability" calling other capability
I'm confused, it's right to have a provider for each capability, or only need to have one for all of them?
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"getCapability" calling other capability
- "getCapability" calling other capability
I created a new capability, but when I call player.getCapability it returns me the wrong capability. It returns me a capability that I created before. This event is giving an error: And this error appears:- Render a item as an entity model
I'm creating an Axe item that can be thrown by the player. But im having trouble to create the model of the entity that represents the thrown axe. There's a way to render or create the model with a existing method? Just to know if I'll have to create a ThrownAxeModel to it's renderer.- LocalPlayer attribute
Thanks!- LocalPlayer attribute
there is a way to do that? - "getCapability" calling other capability
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