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(1.6.4) Block bounds/Hitbox
Hmmm, is there no way to use ray tracing of some sort to detect if the player is looking at the block above it?
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(1.6.4) Block bounds/Hitbox
Hey, I came across a weird bug while making a block which is two blocks high, when you mouse over the main block the bounding box of the block is drawn two blocks high. However when you mouse of the area the block above the bounding box is no long drawn, however the collisions are correct. The player will collide with the bounding box, it just only draws when you hover over the original block. All I am currently doing is this: setBlockBounds(0F, 0F, 0F, 1F, 2F, 1F); I've never had to mess around with block bounds so I don't know what I need to do for the hit box to extend. Heres a picture of it (I can't seem to add it or format anything, so I've put the link in): https://dl.dropboxusercontent.com/u/101919880/Untitled.png Any help is much appreciated, thanks.
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Multiple hit boxes?
lol. I wish, I'm not that good at coding yet. I'm still relatively new to modding, however I'm now starting to venture into the more complicated side of Minecraft and coding on the whole. You can't beat around the fire forever.
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Multiple hit boxes?
Right, so I'm going to have to use CodeChickenCore Lib in order to use this: MovingObjectPosition hit = RayTracer.retraceBlock(world, player, x, y, z);
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Multiple hit boxes?
Yeah. I noticed my derp. Looking at it now.
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Multiple hit boxes?
Hmmm, ray tracing. Well I knew it was't going to be long before I had to learn about ray tracing, I'm currently on my tablet, I'll have a look at it tomorrow.
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Multiple hit boxes?
Hey, So I am fiddling around with the block bounds and also collisions boxes, however is there anyway that you can add more that one hit boxes so that once they are right clicked, they are able to call their own version of onBlockActivated or something similar. An example of this would be the ender tanks and ender chests that are from the block ender storage. On the ender tank you have the colour codes that link tanks up and also the option to have the tank send or receive.
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Having multiple instances of one block
Yh, Thats what I was going to do. However, the problem is: There are 48 aspects and only 16 metadata. So is there anyway to do what metadata does, but with a tileentity?
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Having multiple instances of one block
Just had a thought. Is there anyway to store extra data with a block, that is not placed and not metadata?
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Having multiple instances of one block
49 different aspects, 200 aprox blocks in vanilla. So allot of blocks to do them manually. I need tileentities to manage the effects, but I need more than 16 metadata to handle what I need to achieve. Are there any other ways to do this? Also thaumcraft has nothing to do with the code, the only thing that thaumcraft has something to do with. Is the aspects and thats it. The mod could be made without thaumcraft at all.
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Having multiple instances of one block
Today, I started developing my mod that I have always wanted to make. However, the problem that I foretold has came up. The mod is based around thaumcraft's aspects, allowing you to infuse different aspects into blocks which then inturn effect the nature the block. So lux in a block would cause it to emit light. Now the problem is obvious, how do I make all the blocks with all the possibilities, with out registering each and every block. I have no clue how to go about start this. So was wondering if anyone will be able to give their view on this and what could possibly fix this. It's been driving me insane not knowing what do. So any help will be hugely appreciated.
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Drop a item if a certain pickaxe is used
Hey, I am making a small test mod, so I can get some hands on experience and I know you can do this, but I can't seem to remember how to check if the EntityPlayer has a certain item in it's hand. It's killing me. Anyway, heres the test code that I am using for now: @Override public int idDropped(int id, Random rand, int idDropped){ EntityPlayer player; if(player.somthing == SHTools.IronSledge.itemId){ return Blocks.dirt.blockId; }else{ return Blocks.cobblestone.blockId; } } The above code is something I just wrote to show what I mean. Any help will be hugely Appreciated.
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Installing Forge On Linux (Ubuntu 13.04) [Solved + Tutorial]
Figured it out, wrong command. For those who want to know how to do it. Just follow these steps: Step 1: Open up terminal and enter the following command "cd ~/path to forge api/ Step 2:Now type in "chmod +x install.sh" Step 3:Not initiate the install "bash install.sh" And it should now be running. If it does not work then close terminal and go back to step 1.
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Installing Forge On Linux (Ubuntu 13.04) [Solved + Tutorial]
Just tried that: sean@sean-Dell-DM061:~$ cd ~/Desktop/MCP/forge sean@sean-Dell-DM061:~/Desktop/MCP/forge$ sudo install.sh [sudo] password for sean: sudo: install.sh: command not found Is there a specific command for just running .sh files?
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Installing Forge On Linux (Ubuntu 13.04) [Solved + Tutorial]
Hey, So recently my hard drive broke and lost all my files, the up side to it was that I finally had a reason to install Linux without worrying about losing all my files, because well.... There already lost. Anyway, I got my workspace set up and all the API's downloaded (MCP and Forge), but I have absolutely no Idea how to initiate the install.sh. I've tried the following commands in terminal: dir/install.sh python: can't open file 'install.py': [Errno 2] No such file or directory sudo dir/install.sh python: can't open file 'install.py': [Errno 2] No such file or directory So yeah I'm pretty stumped. If anyone will be able to help or point me in the right direction, it would hugely appreciated. Thanks.
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