Everything posted by Draco18s
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onNeighborBlockChange -> activate block
Oh deary me. It seems I forgot the exact classname and you're too inflexible to look at the list of available packet classes and find number 250. Well here you go. I looked it up. Packet250CustomPayload
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What's up with creating IDs
Do not mess with the item IDs, just don't. You don't need to. You will never encounter problems unless you're doing bad practice. Whereas if you do subtract the 256 back out, you will have problems with compatibility with other mods (because they won't subtract 256 and thus their config will look like it has a different ID than your mod to the player, but! it will conflict anyway).
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Items use last item's info
Wat.
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onNeighborBlockChange -> activate block
Try Packet250CustomData
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[SOLVED] Cancelling a Player placing a block in the onBlockActivated() method?
Not through onBlockActivated, no.
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Help in Modeling Mobs
Pretty much. You can't just arbitrarily create a new class and expect it to get inserted into the class hierarchy where you want it without doing REALLY complex stuff, like reflections.
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Items use last item's info
private static int potionID; Go learn Java. This line is your problem and it's really easy to fix and if you knew anything about any object oriented language you'd know what the problem is.
- Help in Modeling Mobs
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Items use last item's info
Post code.
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Help with random skins
No. Most I ever did was a TileEntity that changed texture when it dealt damage to someone, but I made it a client-sided only effect (if you saved and quit, then reloaded, the default texture was back) as it was purely cosmetic. If left alone for long enough it would revert anyway (it was blood splatter, so after 5 minutes it would change back to normal).
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onNeighborBlockChange -> activate block
Or take so long that the player is no longer on the server at all.
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texture will not load please help
use all lower case letters in both your code and your file and folder names.
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Saving Integers
Yes. As for NBTs, this is a segment of working code: try { //I'm saving data to the world's save directory, inside a custom subfolder. You can also get/save NBTs //To other locations as well. Someone I know is reading (not writing) a file out of their mod's zip File rendersFolder = new File(DimensionManager.getCurrentSaveRootDirectory(), "LinkRenders"); rendersFolder.mkdir(); try { FileInputStream fis = new FileInputStream(new File(rendersFolder, s)); DataInputStream instream = new DataInputStream(fis); nbt = CompressedStreamTools.read(instream); instream.close(); fis.close(); } catch (FileNotFoundException e) { nbt = new NBTTagCompound("tag"); } NBTTagCompound yawtag = new NBTTagCompound("tag"); yawtag.setIntArray("imagedata", allData); nbt.setIntArray("imagedata", allData); int y = (int)Math.round(yaw / 22.5); nbt.setTag("yaw"+y, yawtag); nbt.setLong("date",world.getWorldInfo().getWorldTotalTime()); CompressedStreamTools.write(nbt, new File(rendersFolder, s)); } catch (IOException e) { System.out.println("Failed to write nbt " + s); }
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Saving Integers
That's because you're using get, not set. Example (with integer arrays): int[] white = config.get("WorldGen","dimensionWhitelistList", new int[] {0}).getIntList(); //I sort the list here config.get("WorldGen","dimensionWhitelistList", new int[] {0}).set(whitestring); You can also save NBTs on the client side, if you'd like.
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Custom renderer dont work that good for me...
Beep beep boop boop. Errorͤͬͬͦͬ parsing post.ͬͦͬͬͤ̄ͤͩͦͨ̄ͦͨͣͬͩ
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Custom renderer dont work that good for me...
Oh I see, the if statements are commented, didn't notice that.
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Illegal modifier for parameter armourSomoniom; only final is permitted
And this is why you need to go learn Java.
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Help with random skins
Easy. Store the skin it should have in the NBT. Ask the mob what it's skin is during rendering. It should reply based on what's stored in its NBT.
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Illegal modifier for parameter armourSomoniom; only final is permitted
You can't do this:
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Custom renderer dont work that good for me...
His code is doing that, actually.
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Illegal modifier for parameter armourSomoniom; only final is permitted
So your first thread wasn't sufficient? You're not asking anything new.
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onNeighborBlockChange -> activate block
Command blocks chat to the player that is interacting with its GUI which has a player reference. The redstone activation is either "specific player by name", "nearest player", "random player", or "all players." It is not "player that activated the redstone signal."
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Custom renderer dont work that good for me...
Zpos and Zneg are not working correctly if you have both rendering with only a block at Zpos and none at Zneg (or vice versa if you're facing north).
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Custom renderer dont work that good for me...
Ow, my English. >..x I have no idea what your problem actually is. I can't read your post.
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onNeighborBlockChange -> activate block
Only saves the player who placed the block, not the player that activated redstone 934 chunks away six hours ago.
IPS spam blocked by CleanTalk.