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saxon564

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Everything posted by saxon564

  1. I tried that and I still crash when i said that i was on my phone so was unable to reference my code, now that im home im looking at my code and see that it should be setRotationAngles(f, f1, f2, f3, f4, f5, entity);
  2. from what i'm understanding, your call the method setRotationAngles is wrong, it needs an entity sent to it. so change setRotationAngles(f, f1, f2, f3, f4, f5); to setRotationAngles(f, f1, f2, f3, f4, f5, this); i think that should work.
  3. What he said is right, but the way your understanding it is wrong. It is not going to remain like that. It is not something that lex chose to happen, mojang obfuscates their code so mcp and lex have to manually deobfuscate it but unlike most other updates, mojang changed some code is almost every class in minecraft plus added several new classes. And what deathman said is a huge understatement about the 6k lines, thats not even enough lines to generate a minecraft world. Mojang changed over 500k lines all we can really do right now is wait. I suspect we still have a couple months before lex feels that they are ready for an official release.
  4. There is a very good chance that you will have to fix your code when you update to 1.7 this has actually been stated several times. It looks like the registering system is going to change so every mod will have to update.
  5. The error is stating that cant load the the menu screen texture, so the questions are did you alter any or the source code at all? did you properly install mcp? And did you delete any files that were installed? If your answers in order are no, yes, no then it means that didnt do anythink wrong, it just installed bad. if you did change the source code, dont, it makes your mod incompatable with other mods. If you dont know if you installed mcp correctly, you should search for a tutorial on how to. If you did delete any files that were installed, though it doesnt really effect the end product of your mod, it makes it harder to test it. In the end, the answer is the same. Reinstall mcp. P.S. in the topic please remember to put the minecraft version you are working with and some things do actually change betweek updates. For example in the title of this topic you should start it with [1.6.4]
  6. I have not messed around with doing that, so i wont be of much help to you. But help everyone help by posting your code so they can see what your doing.
  7. I have not attempted doing what your trying before, but i know you can add and remove tasks at any point in the Entities code. so you could remove the EntityAIArrowAttack task when it shoots and arrow, then after the cooldown readd it.
  8. try @Override public void registerIcons(IconRegister reg) { this.blockIcon = reg.registerIcon("modpack:Redgem_ore"); }
  9. The mounting i have never done, but all the mobs in my mod control the taming within the entity class. Ill show yoi what i use when i get home from work. As fot yhe mounting id look at EntityMountable or EntityRidable (cant remember exacyly what its called) and see what the methods are doing. It will give you an idea on how the pig and horse work. From there you can take it, make your own class with it if you need to and modify it.
  10. You would put that in the onLivingUpdate() method, but the problem with that is it will ALWAYS set back to 40 so if its suppose to be possible to kill it, then your mob is invinsible.
  11. The death even thats called in the vanilla mobs causes them to drop items. You can change that to spawn a mob, for the countdown you will probably need a tick handler and after so many ticks the death event can finish.
  12. Just from what im seeing in your code, your checking to see if yhe block that it spawn IN is obsidian and if thats the case you also check if the block is air, since it cannot be both it always returns false. I would try decrementing the y value of the block your checking by 1 and see what it does.
  13. As the long title says, I am trying to get a mob to shoot an arrow and give the player an effect if hit by the arrow, plus set the damage the player recieves to a custom amount. I know i can add private EntityAIArrowAttack aiArrowAttack = new EntityAIArrowAttack(this, 1.0D, 20, 60, 15.0F); and add that task, but i cannot have it put a potion effect on the player. could someone show me how to do this?
  14. You make it sound like removing the biomes from BiomeGenBase is worse than it would actually be. It would screw up natural spawn rates in those biomes, but unless im misstaken it will have the same effect on work generation as what your saying to do. This is just from my limited understanding of how the biomes work. Though yes, its probably better not to touch BiomeGenBase.
  15. Wouldnt it be possible to extend the renderer class(s) and override the method that sets the texture? It makes sence to me that it would work, but i could be overlooking something.
  16. First off you gave them all the same id "1" so of course they are all going to render exactly the same. As for the spawning, please share your entity code, there are ways to force them to spawn more which could be a coding bug in the entity class, this would most likely have to do with spawning a child and having it do the wrong check. Also, why are you registering the entity renders twice? You should only have them im the ClientProxy.class file and thats it, this will make your mod SMP if you utilize client register in ClientProxy.class.
  17. basic.zip/basic/Basic.class should be basic.zip/tutorial/basic/Basic.class your general path for almost all files will be basic.zip/tutorial/* so say you make a class in tutorial.proxy you file path would be basic.zip/tutorial/proxy/class name here at first it may be confusing but remember that the package path is the file path your mod follows. so when you see tutorial.basic.Basic its telling you that its trying to find, inside the zip file, tutorial/basic/Basic.class
  18. i commented all the other spawn code, and made a few other changes and im getting logs of them spawning in actual locations. i then uncommented the code, and the spawns are still working correctly. thanks for the suggestion on removing the other spawns and trying.
  19. ive pushed off releasing this update for 2 days because of this bug that doesnt seem to have a fix.
  20. ok, post the code of the HurtByTarget class then so i can see how you have it set up.
  21. ok, i had to take some AI code and modify it to make it my own, what i suggest is you take the EntityAIHurtByTarget copy and paste it into your own class, extending it. then you can modify it how you want it to work. then instead of calling the vanilla class in your entities code, you call your class.
  22. what ai are you using for if they are tamed? could you show the code?
  23. having been working with hostile mobs recently, what i would do is set a variable for the current target, then hook into the method that tracks if the entity is hurt, then check if the object that hurt the entity is and instance of entityCreature. if it is, is it the same entity it is following or not? if not change the target to the new entity. I have not done this before, but it makes sence that doing this would be possible. do you have a class for the entity right now, or are you just looking into if its possible to do it to the mob externally?
  24. anyone have any ideas? i have no clue why its doing this, and to make it even more confusing, its only for the last 4 spawn registers!
  25. ok, after watching ScrtchForFun's tutorial on proxies and taking your reply into account, it has been fixed. all i had to do was change it from ClientProxyMoChickens to CommonProxMoChickens. thanks for your help!
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