
Thor597
Forge Modder-
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Everything posted by Thor597
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I dont quite understand what you meant but this is what the tutorial says: /path/to/your/sound.wav = the sound.wav in the your folder in the to folder in the path folder in the mod zip directory
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I thought this would've worked but It doesnt, nothing happens: @ForgeSubscribe public void playerEvent(PlayerEvent event) { int var1 = MathHelper.floor_double(event.entityPlayer.posX); int var2 = MathHelper.floor_double(event.entityPlayer.posZ); BiomeGenBase var3 = event.entityPlayer.worldObj.getBiomeGenForCoords(var1, var2); if(var3.biomeID == BiomeGenBase.forest.biomeID) { particle stuff } }
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I really dont get what you mean.
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Calling All Modders! We are the team of Arcticraft, and we are looking for experienced modders to join the team. If you would like to apply, please fill in the form below after checking you qualify to join. We need your help! In return, you will receive a place in "The Team" on the forum thread (linked above) and access to our conversations. Positions on offer: Mob modeller: Requirements: Mob Texturer: Requirements: Entity Coder: Requirements: General Advanced Coder: Requirements: GUI Coder: Requirements: The Form: Position I wish to fill: Age (Must be 12+ to qualify): Country/Region: Programs I use (Skype is a necessity!): Previous work (Links): Do I specialise in anything (If so, what): WARNING: When you apply for a position, you will be tested in some way to do with your chosen position. See you on the team! http://static.minecraftforum.net//public/style_emoticons/default/mobnotch.png[/img]
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So i'm guessing you guys did what I said though: Make a PlayerEvent Spawn particles around the player by using world.spawnparticles("particlecrap", players position in X, Y and Z + random.nextFloats); ? And dont worry, our ones will probably be coldly blue frost things
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So how do I make my item have the green int counting bar, only that it counts an int of my own? Like how EE has a meter for how charged up the tools are etc
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So, i'm guessing ITEMID is the shiftedIndex of the item. But, how do you register a model for it to use, what is the best way of making a model for a held item and how do you register a texture for the model to use?
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Not if it becomes a thing in the upcoming Arcticraft mod first!
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If you really want this mod, I could make it in under 10 mins
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This could be very possible, something like detecting if the player is in a forest and if the player is, spawn particles around the player
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Hmm, I dont really want to install more API's as i'm sure it would be possible with only forge
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did you not notice that I said "item" not block?
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How do I go about making an item have a custom 3D Model made in techne when its held, like seen in this mod: please explain in-detail!
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So is there a way to make your block have an animated texture with forge? And if so, please explain how!
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you need to register your tileentity in your @Init GameRegistry.registerTileEntity(TileEntityClass.class, "Name of your Container")
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Block Break Event and NBTTagCompound Tag Key iteration?
Thor597 replied to Xulai's topic in Modder Support
personally I would like to see 3 block break events: 1. an event for the harvestBlock method 2. An event for the startedBreaking or whatever its called method 3. an event for the onBlockDestroyedByPlayer method. -
Because the GUI classes are only called client-side. If you call MinecraftServer.getServer() in a client, it gives you only the InternalServer. If you are connected to a dedi server, it gives you a null object (unless you call this method on the dedi server). I would recommend to send packets for this one. oh gawd packets
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I have a block which changes the time, but when I choose one of the options and on client it changes the time, on server. Either it doesnt do anything, or it gives me an NPE on the if() lines, code: public void actionPerformed(GuiButton guibutton) { if(guibutton.id == 1) { for (int var3 = 0; var3 < MinecraftServer.getServer().theWorldServer.length; ++var3) { MinecraftServer.getServer().theWorldServer[var3].setTime(7000); } } if(guibutton.id == 2) { for (int var3 = 0; var3 < MinecraftServer.getServer().theWorldServer.length; ++var3) { MinecraftServer.getServer().theWorldServer[var3].setTime(17000); } } if(guibutton.id == 3) { for (int var3 = 0; var3 < MinecraftServer.getServer().theWorldServer.length; ++var3) { MinecraftServer.getServer().theWorldServer[var3].setTime(0); } } if(guibutton.id == 4) { for (int var3 = 0; var3 < MinecraftServer.getServer().theWorldServer.length; ++var3) { MinecraftServer.getServer().theWorldServer[var3].setTime(13000); } } }
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I Find it kind of funny how people refer to Forge as FML
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Thank you! Another bug solved
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Hi! So I have this block, which the items you get from the block differs according to the pickaxe you use to mine it with. However, up to this point i have put dropBlockAsItem_do's in if statements checking the player.getCurrentItem() in a onBlockDestroyedByPlayer, but when making my mod multiplayer compatible the server crashes when its mined because the Minecraft.getMinecraft().thePlayer instance isnt recognized on server since it is a client side instance. But I cant figure out how to do it otherwise. Solutions?
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Yeah, its fine now. Then im going to update the link on my mod topic
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Whenever I click the recommended link on the Main Forge Download thread in Releases I get this: Internal Server Error The server encountered an internal error or misconfiguration and was unable to complete your request. Please contact the server administrator, webmaster@jenkins.minecraftforge.net and inform them of the time the error occurred, and anything you might have done that may have caused the error. More information about this error may be available in the server error log. Additionally, a 500 Internal Server Error error was encountered while trying to use an ErrorDocument to handle the request. Im pretty sure this is already being handled, so if it is im sorry for pestering.
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Lex is going to roast you for using RML & FML at the same time
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Im coding for 1.2.5 just now so it should work then, does it have anything to do with my instance?(the GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); didnt change anything) public AC_EntityIceWolf huskythingy = new AC_EntityIceWolf(mc.theWorld); Main code: /** * Called from the main game loop to update the screen. */ public void updateScreen() { this.rotateWolf++; this.rotateWolf++; } private void drawWolf(EntityLiving wolf) { if (wolf == null) { return; } int xPos = (this.width) / 2; int yPos = (this.height) / 2; GL11.glPushMatrix(); GL11.glColor3f(1F, 1F, 1F); GL11.glEnable(32826 /* GL_RESCALE_NORMAL_EXT */); GL11.glEnable(2903 /* GL_COLOR_MATERIAL */); GL11.glPushMatrix(); GL11.glTranslatef(xPos + 40, yPos + 98, 50F); float f1 = 75F; GL11.glScalef(-f1, f1, f1); GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(135F, 0.0F, 1.0F, 0.0F); RenderHelper.enableStandardItemLighting(); GL11.glRotatef(-135F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(0.0F, 1.0F, 0.0F, 0.0F); wolf.renderYawOffset = wolf.rotationYaw = wolf.prevRotationYaw = wolf.prevRotationYawHead = wolf.rotationYawHead = this.rotateWolf; wolf.rotationPitch = 0.0F; GL11.glTranslatef(0.0F, wolf.yOffset, 0.0F); RenderManager.instance.playerViewY = 180F; GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); RenderManager.instance.renderEntityWithPosYaw(wolf, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F); GL11.glPopMatrix(); RenderHelper.disableStandardItemLighting(); GL11.glDisable(32826 /* GL_RESCALE_NORMAL_EXT */); GL11.glTranslatef(0F, 0F, 0.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(32826 /* GL_RESCALE_NORMAL_EXT */); int i1 = 240; int k1 = 240; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, i1 / 1.0F, k1 / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(32826 /* GL_RESCALE_NORMAL_EXT */); RenderHelper.disableStandardItemLighting(); GL11.glDisable(2896 /* GL_LIGHTING */); GL11.glDisable(2929 /* GL_DEPTH_TEST */); GL11.glPopMatrix(); }