Jump to content

Draco18s

Members
  • Posts

    16559
  • Joined

  • Last visited

  • Days Won

    156

Everything posted by Draco18s

  1. Why? Why are you building Y.A.P.S.? There's really no point, just go get Universal Electricity and use its API for your machines.
  2. Try comparing with this: https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/block/BlockIllusionary.java
  3. Hmm. Looks like what you have is right.... I managed to get it working. Not sure what I have that you don't. https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/item/ItemArtifactArmor.java
  4. What Saxon said. If you pause the game your "timer" would keep counting down.
  5. You don't need this: @Override public void registerIcons(IIconRegister register) { this.itemIcon = register.registerIcon("test:testItem"); } If you're using a single texture. Also, use all lower case for your texture file name and your setTextureName string.
  6. And did you run "gradlew eclipse"?
  7. Yes and No. Entirely depends on what you mean to do with it.
  8. Particle size is irrelevant. It's the fact that the texture is getting reset, which is why I posted those two classes.
  9. Looks like you passed a null item to the Creative Tab
  10. Make sure you enable glBlend
  11. Particles are a huge right pain in the arse. Take a look at this and this.
  12. The noest of nos. There's a reason I referenced the item stack NBT data.
  13. [me=Draco18s]chalks up another one to "did not read IDE's code hinting options."[/me]
  14. public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { if(par1ItemStack.stackTagCompound.getIteger("onItemRightClickDelay") == 0) { par1ItemStack.stackTagCompound.setInteger("onItemRightClickDelay", 5); //do stuff } } Then you can either tick that value down in onUpdate or you can wait for the onItemStoppedUsing (sp?) and set it back to zero
  15. Thread sleep should never be used for delayed events. As pausing the game wouldn't pause the timer. Always always always use the tick event or onUpdate method of an entity.
  16. You can offset AABBs by the look vector so that the AABB is only in front of the player. It's like f*cking magic.
  17. So descriptive.
  18. is PacketDispatcher.sendPacketToAllAround not sufficient?
  19. Well. You didn't include any of your GUI classes and you don't have a packet handler.
  20. Try not making it sided.
  21. player.getLookVec()?
  22. Your save function doesn't save the NBT back to player.worldObj.getWorldInfo().getNBTTagCompound() in any fashion.
  23. ... What part of "these don't match and they need to" do you keep not getting?
  24. You mean multiply by 100, round to the nearest int, then divide by 100? actualX = configX / intendedDefaultScreenWidth * currentScreenWidth Ditto for Y
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.