Everything posted by OutCraft
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Custom models
Then you can download the model: File>Export>Export Block/Item model
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How do I get the tablist (not the playerlist)?
You can set header and footer with Minecraft.getInstance().gui.getTabList().setHeader(new TextComponent("Hi!")); Minecraft.getInstance().gui.getTabList().setFooter(new TextComponent("Bye!")); The variables of header and footer are in the tab list, but they are private and there isn't a getter
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Custom models
How do You want it to look in-game? Take this Model, go in the up right to "Display", select Slot "Head" and scale it until it looks how you want it in-game. Then send the link or a picture of how it should look
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Custom models
Hi again! In Blockbench, go to File>Export>Share and paste the link here, then I can look if there's something wrong with the model
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getPlayerByUUID doesn't work ?
Hi! As you can see here: this.level.getPlayerByUUID(UUID.fromString(this.key)); is null and I think that this.key is causing the problem. Try adding a null test: this.player = this.level.getPlayerByUUID(UUID.fromString(this.key)); if (this.player != null) { this.player.kill(); } else { System.out.println("Player is null!") }
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Custom models
Hi! Do you want to make a custom entity hat looks like this or a helmet that looks like the blue part on top of Steves head?
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Custom models
Hi! First make a new "Java Block/Item" model in Blockbench. There you can make your helmet (without player). When you are done, go in the up left to "Paint" and paint your Model. Now go to "Display", select Reference Model "Player" and Slot "Head". Now scale your Model how you want it to look in-game and go in the up left corner to File>Export>Export Block/Item Model
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[1.17] Render bullet holes on the surface of a block
Hi, so I have no idea how rendering works, but I can help you with 3. You first need to know, that if a ray hits something, it will reflect with the negative angle. So if you have a plane and 0 degrees are exactly a line towards the plane and you shoot a ray with -30 degrees (so a little bit from the left towards the center of the plane) it will reflect with 30 degrees, if you shoot a ray from 0 degrees (so exactly towards the plane) it will reflect with -0 (the same as 0) degrees, if you shoot a ray 70 degrees (so from very right to the middle of the plane) it will reflect with -70 (so to the left) But now you have a cube and not a plane. If you shoot a ray towards one side of a cube the angle could be 0, 90, 180 or 270 degrees. What you need to do is get the side the arrow hits the block and then subtract 0, 90, 180 or 270 degrees. I'm not sure, but I think north you don't need to subtract (so basically 0). The other sides you need to try. Then, if you have subtracted, you negate the value (this is this -70 to 70, 50 to -50) and add it twice to the rotation of the arrow (not the subtracted). This is your end rotation it will reflect from. This was everything for a 2D environment, but I think if you know this, you can do the same in a 3D environment like Minecraft Wow, that was very much
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Server Crashes on startup... (ForkJoinPool)
It should look like this: java -jar forge-server-1-16-or-however-you-named-the-file.jar -Xmx24G -Xms24G 24G för 24 GB RAM But I think Xms is optional
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[1.17] Custom pathfinding for entity
Hi @spiritfilled, i did it by overriding the customServerAIStep in my Entity and applying some changes to the Navigation, like recalculatePath, but thank you for your help :-)
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[1.17] Custom pathfinding for entity
Hi, i have a pet that follows the player around and goes to a specific location on right click. I don't want it to teleport so i wrote a custom goal just to move there without teleporting: entity.getNavigation().moveTo(x, y, z); But the problem is, that it sometimes gets stuck somewhere, so I want to make custom pathfinding for the pet, but I have no idea where to start
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