Everything posted by Draco18s
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MinecraftForge Functions - Where can I read about?
Because it's a right pain in the arse to update them.
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MinecraftForge Functions - Where can I read about?
That's all vanilla. When a block gets an update, it's given a world object and it's location. world.getBlock(x, y+1, z);//block above
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[1.7.10] NPE while setting and returning objects.
Did you set EntityAIOrder.instance ?
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[1.7.10] Make custom furnace faster?
Change ++this.furnaceCookTime; to be bigger. Magic.
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MinecraftForge Functions - Where can I read about?
Basically the whole of Minecraft is open to you. What is your goal?
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[1.7.10]Techne into Forge?
And your client proxy?
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[1.7.10]Techne into Forge?
It depends on what you're trying to render. What are you trying to render? And don't say "a techne model" because that's the visual representation, not what it is.
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Confused about GL11.Rotatef ...
Whoops, I thought I had one in my code and I checked where I was getting my angle values from (and having radians) but didn't check to make sure I was actually using GL11 for the rotation. You're right, it uses degrees. The Techne model, however, does use radians.
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[1.7.10]Techne into Forge?
In Techne: File -> Export -> Java Name it something intelligent. Move the file into your source files directories, somewhere intelligent. Refactor the code so it stops throwing errors (Techne assumes that you plan to put this file in the net.minecraft.client.entities package, which is Wrong with a Capital W, so it throws a ton of errors that are easy to fix, provided you know anything about Java). Register a new rendering doodad as appropriate for the kind of model you wish to render in your client proxy. Bam, done
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Confused about GL11.Rotatef ...
The rotation degrees are also in radians, not degrees.
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[1.7.10] Connected Textures
I get thrills out of the challenge. <3
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I've also had issues with checklight, and IIRC, there was a fix in Forge "a while back" (1271?) that fixed an issue with it. Might want to update Forge and see if it goes away. Also, I've never seen "root.root.[...].root" like that before.
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[1.7.10][Solved]Make the message (IMessage) repeat itself.
Ah well. How could we have possibly helped you, then?
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[1.7.10] Check which direction a block was broken from
- [1.7.10] Check which direction a block was broken from
player.cameraPitch is definitely the wrong thing. You want player.getLookVec() and call world.rayTraceBlocks(...) with it (before the block is set to air) and that will tell you what side it intersects. You'll have to figure out which of the two parameters is the player's location and which is the vector to trace.- [1.7.10] How do i make a new harvestlevel?
Uh, you set the block's harvest level to a larger integer than 3? Seriously, there is nothing in the code saying you can't do that. You just won't be able to harvest them unless you also create a tool material with a corresponding harvest level.- [1.7.10] Is there an Event which define when a block is moved by a piston?
Technically speaking, there is a function call to the Block class when a block is placed into the world by any form of World.#setBlock: Block#onBlockAdded(World, int, int, int). It's called from Chunk#func_150807_a, which is responsible for actually changing the block storage arrays. But that's extremely generic and won't tell you anything about having been pushed by a piston.- [1.7.10][Solved]Make the message (IMessage) repeat itself.
That's....a tick handler.- Healt and expierence mod...how to??
Doing such things is above your skill level as the things you want to modify aren't publicly accessible and you would need to inject new code into some places, so even Reflection won't be enough, you'll need ASM. And ASM is a dark, uncaring abyss.- [1.7.10] Invisible block
That sounds like it works pretty well. Glad you figured it out.- [1.7.2] How to do something when holding key?
I've been pretty lazy about updating my dev-environment-forge. I was likely doing a lot of my screwing around with keyboard stuff on 1180 which would, in fact, not have that change.- [1.7.10]Rendering Blocks
Ladders are fairly easy, redstone is super complicated, as each side of the redstone dust (that is, the connecting/not connecting edge) is rendered separately.- [1.7.2] How to do something when holding key?
ClientKeyHandler.up.getKeyCode() ClientKeyHandler.down.getKeyCode() Wut. I had some issues with that, actually. And yes, 1.7.10 here. Do you know if it was a specific Forge version?- [1.7.2] How to do something when holding key?
Its amazing what kind of information you can convey in your opening post, and how a lack thereof doesn't result in useful replies. Here's what I did when I needed key-up and key-down (specifically, a key bound to an existing option). //client-side event handler @SubscribeEvent public void tickStart(TickEvent.ClientTickEvent event) { EntityPlayer player = Minecraft.getMinecraft().thePlayer; if(player != null) { int jumpKey = Minecraft.getMinecraft().gameSettings.keyBindJump.getKeyCode(); boolean sendPacket = false; boolean state = false; if(jumpKey >= 0) { sendPacket = HazardsEventHandler.instance.setPlayerSwimming(player, Keyboard.isKeyDown(jumpKey)); state = Keyboard.isKeyDown(jumpKey); } else { jumpKey = Minecraft.getMinecraft().gameSettings.keyBindJump.getKeyCode()+100; if(jumpKey >= 0) { sendPacket = HazardsEventHandler.instance.setPlayerSwimming(player, Mouse.isButtonDown(jumpKey)); state = Keyboard.isKeyDown(jumpKey); } } if(sendPacket) { PacketBuffer out = new PacketBuffer(Unpooled.buffer()); out.writeBoolean(state); CtoSMessage packet = new CtoSMessage(player.getUniqueID(), out); UndergroundBase.networkWrapper.sendToServer(packet); } } } You'll not that there are packets involved.- [1.7.2] How to do something when holding key?
Key event handlers. - [1.7.10] Check which direction a block was broken from
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