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Jacknoshima

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Everything posted by Jacknoshima

  1. And how would I go about doing that using a potion effect?
  2. Yeah, and they go back to attacking they only stop moving and stop attacking so long as the effect is affecting them
  3. That's in ticks, it lasts for 10 seconds (I think it is) the second 200 is the only number I found that actually stops them from seeing me well, I tried it up to 50 and they still saw me like normal, so I just ramped it up to 200 at which point they can't see me but they also can't move
  4. That's exactly how I want them to move. To move around as if they can't see me. Just wandering around randomly without a target. The code I posted above stops them moving completely (for reasons I honestly don't understand) and stops them seeing me, so it half works, but they stop moving too...
  5. I've looked through all of the classes in the Potion package and looked through the ItemPotion class and I can't find where the effect for Blindness is handled. I've also looked in Entity, EntityLiving, EntityLivingBase and EntityPlayer and there's only one reference to blindness in EntityPlayer, and I don't think it's related to field of vision. So, how does Blindness affect field of vision? If no one knows, how can you create something like it? I want to create a potion which stops mobs from being able to see me I tried altering follow distance but I either had to have the modifying number really high or it wouldn't work it also, for some reason, stopped the entity from moving atm it's basically just stunPotion = (new PotionStun(29, true, 5926017)).setPotionName("potion.stunPotion").setIconIndex(1, 0).func_111184_a(SharedMonsterAttributes.field_111265_b, "7107DE5E-7CE8-4030-940E-514C1F160890", -500D, 1); to register it and par2EntityLivingBase.addPotionEffect(new PotionEffect(Advitems.stunPotion.id, 200, 200)); to use it on a sword which stops them from seeing/attacking me but it also stops them moving I want them to still be able to move but not be able to see me I know I could just use Blindness, but I want to get this down in my own version, so I can control it a lot better I just need to know how Blindness works first can anyone help?
  6. You need to add a LanguageRegistry line to the code Something like this: LanguageRegistry.instance().addStringLocalization("entity.MaleCutie.name", "Male Cutie"); I'm also ever so slightly curious as to what a "Male Cutie" would be... though slightly scared at the same time...
  7. To answer the question in the op, I'm afraid you can't do it. The portal is created using code in the BlockFire class This bit to be specific
  8. Okay, so, I'm not completely sure on how squids work and aquatic mobs in general But I'm wanting to make a mob that stays at the surface of the water, as if it's swimming, but dies if it's placed on land or is out of the water Would making a regular aquatic mob work or would I need to do something different?
  9. try change @Override public void registerIcons(IconRegister r){ this.blockIcon = r.registerIcon(MOnM.modID + ":" + textureName); } to @SideOnly(Side.CLIENT) public void registerIcons(IconRegister r){ this.blockIcon = r.registerIcon(MOnM.modid + ":" + (this.getUnlocalizedName().substring(5))); }
  10. I do it where they're put in a seperate custom creative tab I wrote up a tutorial on how to do it in 1.6.2 http://www.minecraftforum.net/topic/1921545-162-mob-spawn-egg-in-custom-creative-tab-tutorial/#entry23698820 it'll be easier to give you that than explain it all but if you're doing it without using a custom creative tab... erm... I did it using where you'd put items and under where you'd register entities so, for yours try it like this: all I've done is change the code round a little bit so your entity eggs are loading with the FMLInitialisation event and the public static int getUniqueEntityId is up top and I've changed the code a little bit to match the old one that I used before I got them into a seperate custom tab tbh though, I've never seen anyone use the entityregistry thing like you've got it I normally see people just having them all straight under the FMLInitialisationEvent but if it works then why not, right everyone has their own style if it doesn't work, tell me I'm not 100% confident it will
  11. This is a little confusing... are you saying you don't know how to get the item/block icon to appear in the inventory? as in, it just show a missing texture file? also, uploading your code would help people to work out where you're going wrong or what you need to do
  12. The way you've done spawn eggs is really different from mine But anyway The problem seems to be in your render file you need to change your resource location to private static final ResourceLocation textureLocation = new ResourceLocation("monsterhunter:", "Popo.png"); you also need to direct it to the folder for instance a texture on my mod would say private static final ResourceLocation textureLocation = new ResourceLocation("monsterhunter:", "textures/entity/Popo.png"); I'm not 100% certain, but I believe that's what's causing the null pointer exception errors
  13. Okay, I did it I hadn't properly figured the new texture system out for the icons so I was using an itemguardarrow file to get the item icon without using the "func_111206_d" thing (because that's what I didn't know how to use) so I reset everything to how I had it before and just directed func_111206_d to my assets>mod>textures>item and changed the arrow back to "new Item" and kept everything the same in the render file (except directing the resource location to my entity png) and it works perfectly now Thanks for all the help anyway
  14. I've been using http://www.minecraftforum.net/topic/1483366-universal-subarakis-one-stop-custom-block-tutorial-make-it-with-techne/ to try and get a custom rendered block, but I'm struggling to translate that tutorial into forge (as I don't really know how to convert code between the two (modloader and forge) I THINK I've managed to get the model file, the tile entity file and get some of the stuff needed in my main class from that tutorial, but I can't really work out the rest of it the tutorial seems a bit cluttered with annotations that doesn't really explain anything when it comes to forge (I thought it would because it says it's "universal" but apprently it doesn't...) anyone able to point me in the right direction? the custom block that I want is just a simple 2 block tall block with a custom texture
  15. It still doesn't work... I set it out exactly the way that you said but nothing... it's still cycling through textures as if it doesn't know which to pick
  16. Yup, done both of those and the image file for the arrow entity is definitely in the right place it renders mob entities fine, it just can't do the texture for the arrow unless the method of registering projectile entities has changed, but if it has I don't know what the new method is
  17. Has anyone worked out how to do custom arrows in 1.6.2? I've copied over the entity file and render file for the vanilla arrow, changed the new resource location to point to my own in the render file and changed it to fire from my custom bow It fires alright, but the textures are all screwed up The texture of the entity when the arrow is stuck in a block seems to cycle between squid, villager and creeper textures I've gotten an icon for the arrow by creating a new item class file for it, but the rendered texture for the actual arrow entity is just screwy beyond belief render file: entity file: any help?
  18. Okay, I got it Had to scavenge some of the code from the old version in case anyone is interested, this is how I got it to work
  19. Okay, I've got it to locate the textures that I want to use for the animation, so that the console isn't saying "[sEVERE] [Minecraft-Client] Using missing texture, unable to load:" anyone for the animation textures, but it won't use the textures in the animation here is the updated code: I don't know why it isn't animating, as the only thing I've changed is where it's looking for the files... any help?
  20. Hey, does anyone know how to get the bow animation to work in 1.6.2? I've got the icon to show up in the inventory but I can't get it to use my icon array when in use Code is: Also, tell me if the problem is with how I've got the icon to show up using the func_111208_A just gave it a missing texture, how I've done it above is the only way I could find that'd give it the texture I wanted I've tried using Advitems.modid + ":" + (this.getUnlocalizedName().substring(5)) to get the animation to work and combining it with what was already there in every way I can think of but nothing works, it's just the regular icon the file names of my animation images are herobow_0 herobow_1 and herobow_2 any help would be appreciated
  21. Yes, generally. But I know that people have, try looking at http://www.minecraftforge.net/forum/index.php/topic,9547.0.html. Thanks But that one just seems to be about making a custom armor model, rather than adding armor to a spawning mob...
  22. I'm beginning to think the reason no one has answered is because no one actually knows how to...
  23. use this http://www.minecraftforum.net/topic/1797143-152-forge-dimension-tutorial-multi-biome-dimension-tutorial-ore-generation-basic-house-gen-in-dimension-tree-generation/
  24. Okay, is there a way to make a mob spawn other mobs when they attack? I know how to make a mob peaceful unless provoked, but is there a way to make them spawn other mobs when attacked? Like zombies spawning other zombies when they're attacked.
  25. armor? anyone? little bit of code? get/set/add? anyone?

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