
Naiten
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Everything posted by Naiten
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So, anyone? --- This is just weird. If i put the loco on rails, it twithes, if i put it on the ground, it runs well. But if i put it on the ground and then it runs on the rails it also runs well o_O
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I bet no, because on flat grass it runs well. However on my rails (0.375 m high) and on half-blocks everything is not so good...
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Sure? My block extends BlockContainer that in it's turn extends Block that has next code: And min/max x/y/z are set in setBlockBounds: public final void setBlockBounds(float par1, float par2, float par3, float par4, float par5, float par6) { this.minX = (double)par1; this.minY = (double)par2; this.minZ = (double)par3; this.maxX = (double)par4; this.maxY = (double)par5; this.maxZ = (double)par6; } --- And please, use spoiler for code like that for it not to fuck the whole topic up...
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Hello. I've fixed problems with my entities being jumping, but now i have antoher problem. Whenever i try to move the wagon, it runs some distance and then teleports to the place i've spawned it at. Any help?
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Well, i've used setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.375F, 1.0F); to set my collision box, and, as 0.375 < 0.5 i expected to walk upon those blocks, but i can't. Why?
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Huh. Maybe my Rails of War are copying Railcraft or Traincraft ideas? What do you mean by idea? You made a film and digital cameras, i made a plate one, what's wrong with that?
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You haven't said it was example, you wrote that and said "use it"...
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My phographic implementation is still different, and if there's one way to move camera, so and so it will be same. However, i understand his position, i hust want to say i'm not copying his mod.
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Alternative != copy.
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Hmmm... That code actually worked for me when in classic mode, but not in creative... Don't know then. Sorry.
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Copy? I actually made a model by myself and write the code only with some help from Draco18s, he can prove that. I'm not copying your mod, i'm creating alternative. -- And yea, if i was copying your mod, i would just decompile it with JAD, look into code and not ask silly questions here.
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Use par3EntityPlayer.inventoryContainer.detectAndSendChanges(); after you decrease your itemstack. May help.
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Well, no my photo-mod is almost finished. The only thing i need i to set camera (viewport) position before i take a photo. Any ideas on how to make that?
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Thanks. And, i actually should not. ItemStack has a constructor without quantity that automatically sets it to 1.
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@Override public boolean onItemUse(ItemStack item, EntityPlayer player, World world, int x, int y, int z, int side, float xOffset, float yOffset, float zOffSet){ if (!world.isRemote && item.getItemDamage() == 0){ if(world.getBlockId(x, y, z) == ObscuraCraft.camera.blockID){ if(world.getBlockMetadata(x, y, z) == 4){ y--; } int meta = world.getBlockMetadata(x, y, z); world.setBlockMetadataWithNotify(x, y, z, 4, 0x02); world.setBlockMetadataWithNotify(x, y, z, meta, 0x02); TileEntityObscura tl = (TileEntityObscura)world.getBlockTileEntity(x, y, z); tl.filled = true; BlockObscura.takePhoto(player); if (!player.capabilities.isCreativeMode){--item.stackSize;} player.inventory.addItemStackToInventory(new ItemStack(ObscuraCraft.icamera)); return true; } } return false; }
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There's public boolean onItemUse(ItemStack item, EntityPlayer player, World world, int x, int y, int z, int side, float xOffset, float yOffset, float zOffSet) And i can't use onItemRightClick, because i need clicked block coordinates.
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Now i need to update inventory, as my item appear them only after s/l -____-
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public class BlockObscura extends BlockContainer{ blablabla; //called from other place public static void takePhoto(){ blablabla; Minecraft mineCraft = Minecraft.getMinecraft(); mineCraft.thePlayer.inventory.addItemStackToInventory(new ItemStack(ObscuraCraft.icamera)); //mineCraft.thePlayer.inventory.setCurrentItem(ObscuraCraft.icamera.itemID, 0, false, true); blablabla; } }
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I've just tried that, no result.
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I want my block to give item to player.
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Oh, i got it. It's in mineCraft.thePlayer.inventory.setCurrentItem(ObscuraCraft.icamera.itemID, 0, false, true); How do i do that in right way?
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Also, items are getting lost if i right-click a block with it in my hand...
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I think, what you gonna do is override onItemUse in your MagicHoe class: @Override public boolean onItemUse(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, World par3World, int par4, int par5, int par6, int par7, float par8, float par9, float par10){ if (!par2EntityPlayer.canPlayerEdit(par4, par5, par6, par7, par1ItemStack)){ return false; }else{ UseHoeEvent event = new UseHoeEvent(par2EntityPlayer, par1ItemStack, par3World, par4, par5, par6); if (MinecraftForge.EVENT_BUS.post(event)){ return false; } if (event.getResult() == Result.ALLOW){ par1ItemStack.damageItem(1, par2EntityPlayer); return true; } for(int i = -1; i < 2; i++){ for(int j = -1; j < 2; j++){ int i1 = par3World.getBlockId(par4+j, par5, par6+i); int j1 = par3World.getBlockId(par4+j, par5 + 1, par6+i); if (!((par7 == 0 || j1 != 0 || i1 != Block.grass.blockID) && i1 != Block.dirt.blockID)){ Block block = Block.tilledField; par3World.playSoundEffect((double)((float)par4 + j + 0.5F), (double)((float)par5 + 0.5F), (double)((float)par6 + j + 0.5F), block.stepSound.getStepSound(), block.stepSound.getVolume() + 1.0F) /2.0F, block.stepSound.getPitch() * 0.8F); if (!par3World.isRemote){ par3World.setBlock(par4 + j, par5, par6 + i, Block.tilledField.blockID); } } } } par1ItemStack.damageItem(1, par2EntityPlayer); return true; } } kaikaii99, your code is extremely bulky and unoptimized... And why should he create a new class and extend his MagicHoe with it, when he can just add that one method (sic!) that does the work, to his own class?
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I've made several items in this mod and they don't get lost. Also, as i remember, no spetial registration is needed so far...