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ralphyrafa

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Everything posted by ralphyrafa

  1. nevermind i fixed it:D it was a simple problem and it was that the number of rows was determined by multiplying the numofrows
  2. fixed the values but its still happening
  3. o wait my bad its supossed to be different this is only for registered in the block class sorry check out block.class
  4. just change 1.0f setAIMoveSpeed(1.0F);
  5. hey why not instead use this code just replace medieval with modid and fireshot1, 2, 3 with your sounds package medieval.medievalsounds; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.event.ForgeSubscribe; public class Fireshot_Sound { @ForgeSubscribe public void onSound(SoundLoadEvent event) { try { event.manager.addSound("medieval:fireshot1.wav"); event.manager.addSound("medieval:fireshot2.wav"); event.manager.addSound("medieval:fireshot3.wav"); } catch (Exception e) { System.err.println("Fire sounds error"); } } } and after register the sound in your clientproxy like this where Fireshot_Sound is your class sound name MinecraftForge.EVENT_BUS.register(new Fireshot_Sound()); for example if im using my code and in my block the step sound would be just "fireshot" and will automatically choose one of the 3 sounds fireshot1,2,3 so when you have a sound add a number on the file
  6. and like i said all the slots work exept on barrel_container //Chest inv up last 3
  7. here is the container package medieval.medievalitems.containers; import medieval.medievalblocks.blocks.barrel.Barrel_Tile; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.EntityPlayerMP; import net.minecraft.entity.player.InventoryPlayer; import net.minecraft.inventory.Container; import net.minecraft.inventory.IInventory; import net.minecraft.inventory.Slot; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class Barrel_Container extends Container { private IInventory bottombarrel; private int numOfRows; public Barrel_Container(EntityPlayer player, World world, int x, int y, int z) { Barrel_Tile bartile = (Barrel_Tile) world.getBlockTileEntity(x, y, z); this.bottombarrel = bartile; this.numOfRows = bartile.getSizeInventory() / 11; bartile.openChest(); int i = (this.numOfRows - 4) *18; int j; int k; int l = 6; int m; int n = 7; int o; int p; int q; //Chest inv middle for(j = 0; j < this.numOfRows; j++) { for (k = 0; k < 7; k++) { this.addSlotToContainer(new Slot(bartile, k + j * 18, 44 + k * 18 - 8, 18 + j *18 + 41)); } } //chest inv down for (m = 0; m < 5; m++) { this.addSlotToContainer(new Slot(bartile, m + l * 18, 44 + m * 18 + 10, 18 + l *18 + 23)); } //Chest invup for (o = 0; o < 5; o++) { this.addSlotToContainer(new Slot(bartile, o + n * 18, 44 + o * 18 + 10, 18 +n *18 - 103)); } //Player inv for(j = 0; j < 3; j++) { for (k = 0; k < 9; k++) { this.addSlotToContainer(new Slot(player.inventory , k + j * 9 + 9, 8 + k * 18 + 10, 108 + j *18 + i + 58)); } } //Player itembar for(j = 0; j < 9; j++) { this.addSlotToContainer(new Slot(player.inventory , j, 8 + j * 18 + 10, 161 + i + 63)); } } public boolean canInteractWith(EntityPlayer entityplayer) { return this.bottombarrel.isUseableByPlayer(entityplayer); } public ItemStack transferStackInSlot(EntityPlayer player, int index) { ItemStack stack = null; Slot slot = (Slot) this.inventorySlots.get(index); if(slot!=null&&slot.getHasStack()) { ItemStack slotstack = slot.getStack(); stack = slotstack.copy(); if(index<45) { if(!this.mergeItemStack(slotstack,45,this.inventorySlots.size(),true)) return null; } else if(!this.getSlot(0).isItemValid(slotstack)||!this.mergeItemStack(slotstack,0,45,true)) return null; if(slotstack.stackSize==0) { slot.putStack((ItemStack) null); } else { slot.onSlotChanged(); } if(slotstack.stackSize==stack.stackSize) return null; slot.onPickupFromSlot(player,slotstack); } return stack; } @Override public boolean mergeItemStack(ItemStack stack, int start, int end, boolean reverse){ return super.mergeItemStack(stack,start,end,reverse); } /** * Does the same as mergeItemStack with the same args, except does not * actually merge— just returns the number of items that can be merged * (usually either stack.stackSize or 0, but can be in between) * @param stack * @param start * @param end * @param reverse * @return */ int dryMerge(ItemStack stack, int start, int end, boolean reverse) { boolean flag1 = false; int i = start; if(reverse) { i = end-1; } int quantity = stack.stackSize; Slot slot; ItemStack slotstack; if(stack.isStackable()) { while(stack.stackSize>0&&(!reverse&&i<end||reverse&&i>=start)) { slot = this.getSlot(i); slotstack = slot.getStack(); if(slotstack!=null&&slotstack.itemID==stack.itemID&&(!stack.getHasSubtypes()||stack.getItemDamage()==slotstack.getItemDamage())&&ItemStack.areItemStackTagsEqual(stack,slotstack)) { int l = slotstack.stackSize+stack.stackSize; if(l<=stack.getMaxStackSize()) { quantity -= slotstack.stackSize; }else if(slotstack.stackSize<stack.getMaxStackSize()) { quantity -= (stack.getMaxStackSize() - slotstack.stackSize); } } if(reverse) --i; else ++i; } } if(stack.stackSize>0){ if(reverse){ i = end-1; }else{ i = start; } while(!reverse&&i<end||reverse&&i>=start){ slot = (Slot) this.inventorySlots.get(i); slotstack = slot.getStack(); if(slotstack==null){ quantity = 0; break; } if(reverse){ --i; }else{ ++i; } } } return stack.stackSize-quantity; } } here is the tile package medieval.medievalblocks.blocks.barrel; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.ISidedInventory; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.tileentity.TileEntity; public final class Barrel_Tile extends TileEntity implements ISidedInventory { private ItemStack[] inventoryitems = new ItemStack[2240]; private String localizedName; public int playersCurrentlyUsingChest; private String stuffname; public int getSizeInventory() { return 65; } public ItemStack getStackInSlot(int slot) { return inventoryitems[slot]; } @Override public void setInventorySlotContents(int slot, ItemStack stack) { inventoryitems[slot] = stack; if (stack != null && stack.stackSize > getInventoryStackLimit()) { stack.stackSize = getInventoryStackLimit(); } } @Override public ItemStack decrStackSize(int slot, int amt) { ItemStack stack = getStackInSlot(slot); if (stack != null) { if (stack.stackSize <= amt) { setInventorySlotContents(slot, null); } else { stack = stack.splitStack(amt); if (stack.stackSize == 0) { setInventorySlotContents(slot, null); } } } return stack; } @Override public ItemStack getStackInSlotOnClosing(int slot) { ItemStack stack = getStackInSlot(slot); if (stack != null) { setInventorySlotContents(slot, null); } return stack; } @Override public boolean isUseableByPlayer(EntityPlayer player) { return worldObj.getBlockTileEntity(xCoord, yCoord, zCoord) == this && player.getDistanceSq(xCoord + 0.5, yCoord + 0.5, zCoord + 0.5) < 64; } @Override public void readFromNBT(NBTTagCompound tagCompound) { super.readFromNBT(tagCompound); NBTTagList tagList = tagCompound.getTagList("Inventory"); for (int i = 0; i < tagList.tagCount(); i++) { NBTTagCompound tag = (NBTTagCompound) tagList.tagAt(i); byte slot = tag.getByte("Slot"); if (slot >= 0 && slot < inventoryitems.length) { inventoryitems[slot] = ItemStack.loadItemStackFromNBT(tag); } } } @Override public void writeToNBT(NBTTagCompound tagCompound) { super.writeToNBT(tagCompound); NBTTagList itemList = new NBTTagList(); for (int i = 0; i < inventoryitems.length; i++) { ItemStack stack = inventoryitems[i]; if (stack != null) { NBTTagCompound tag = new NBTTagCompound(); tag.setByte("Slot", (byte) i); stack.writeToNBT(tag); itemList.appendTag(tag); } } tagCompound.setTag("Inventory", itemList); } public String getInvName() { return this.isInvNameLocalized() ? this.localizedName : "medieval.container.barrel"; } public boolean isInvNameLocalized() { return this.localizedName != null && this.localizedName.length() > 0; } /** * Setting the localizedName Variable * @param localizedName */ public void func_94043_a(String par1Str) { this.localizedName = par1Str; } public int getInventoryStackLimit() { return 64; } @Override public void openChest() { //TODO } @Override public void closeChest() { // TODO Auto-generated method stub } public boolean isItemValidForSlot(int i, ItemStack itemstack) { return true; } @Override public int[] getAccessibleSlotsFromSide(int var1) { // TODO Auto-generated method stub return null; } public boolean canInsertItem(int i, ItemStack itemstack, int j) { return true; } public boolean canExtractItem(int i, ItemStack itemstack, int j) { return true; } }
  8. have a container which is like a chest but with a bit more inventory space when i save all the items in the chest the stay in them when reseting the game but the only problem is that 3 slots wont save anyone might know the reason
  9. i hate it when im supposed to be in the right track but still getting nowhere
  10. lol no i mean i use a program called audacity to change the speed of the track and then export it lol
  11. well i use audacity and just change speed and save it , it all sounds ok when i open the edited file on any app that reproduces it but im not sure what im doing wrong
  12. well i get a problem on some sounfiles that some play some dont and i dont know if it is bit rate or anything like tha i have a sounfile original, that works fine when i load it in minecraft but its to slow and long so what i did was edit the sound to make it faster and shorter but i just get an error on loading when i call the sound in game like the example i gave to you of my wand when i shoot it no sound comes oout and get this error 2013-07-26 18:38:17 [iNFO] [sTDOUT] Error in class 'CodecWav' 2013-07-26 18:38:17 [iNFO] [sTDOUT] Unsupported audio format in method 'initialize' 2013-07-26 18:38:17 [iNFO] [sTDOUT] ERROR MESSAGE: 2013-07-26 18:38:17 [iNFO] [sTDOUT] could not get audio input stream from input stream 2013-07-26 18:38:17 [iNFO] [sTDOUT] STACK TRACE: 2013-07-26 18:38:17 [iNFO] [sTDOUT] javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source) 2013-07-26 18:38:17 [iNFO] [sTDOUT] paulscode.sound.codecs.CodecWav.initialize(CodecWav.java:128) 2013-07-26 18:38:17 [iNFO] [sTDOUT] paulscode.sound.libraries.LibraryLWJGLOpenAL.loadSound(LibraryLWJGLOpenAL.java:392) 2013-07-26 18:38:17 [iNFO] [sTDOUT] paulscode.sound.libraries.LibraryLWJGLOpenAL.newSource(LibraryLWJGLOpenAL.java:640) 2013-07-26 18:38:17 [iNFO] [sTDOUT] paulscode.sound.SoundSystem.CommandNewSource(SoundSystem.java:1800) 2013-07-26 18:38:17 [iNFO] [sTDOUT] paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2415) 2013-07-26 18:38:17 [iNFO] [sTDOUT] paulscode.sound.CommandThread.run(CommandThread.java:121) 2013-07-26 18:38:17 [iNFO] [sTDOUT] Error in class 'CodecWav' 2013-07-26 18:38:17 [iNFO] [sTDOUT] Audio input stream null in method 'readAll' 2013-07-26 18:38:17 [iNFO] [sTDOUT] Error in class 'LibraryLWJGLOpenAL' 2013-07-26 18:38:17 [iNFO] [sTDOUT] Sound buffer null in method 'loadSound' 2013-07-26 18:38:17 [iNFO] [sTDOUT] Error in class 'LibraryLWJGLOpenAL' 2013-07-26 18:38:17 [iNFO] [sTDOUT] Source 'sound_55' was not created because an error occurred while loading medieval:fireshot2.wav 2013-07-26 18:38:17 [iNFO] [sTDOUT] Error in class 'LibraryLWJGLOpenAL' 2013-07-26 18:38:17 [iNFO] [sTDOUT] Source 'sound_55' not found in method 'play'
  13. hey can i get my turn to ask a question Edit: Also im happy to know that it worked
  14. i dont know if this will help you find something you are missing or something i forgot to tell you lol but look how i call it here when onitemrightclick event public ItemStack onItemRightClick(ItemStack ItemStack, World par2World, EntityPlayer par3EntityPlayer) { if (!par3EntityPlayer.capabilities.isCreativeMode) { --ItemStack.stackSize; } par2World.playSoundAtEntity(par3EntityPlayer, "medieval:fireshot", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); if (!par2World.isRemote) { par2World.spawnEntityInWorld(new Rubybolt_Entity(par2World, par3EntityPlayer)); } return ItemStack; }
  15. add a prinln after event.manager.addSound("medieval:fireshot3.wav");
  16. ok im going to help you as much as i can cause i took 2 weeks to finally get to the solution and i want to be nice First my sound class is registered in proxyclient this way MinecraftForge.EVENT_BUS.register(new Fireshot_Sound()); i make a class for each different sound so it wont be messy i dont know if you have like reload sounds, shoot sounds, etc on the same class so if you do make a class for each one secondly when adding the sound its like this package medieval.medievalsounds; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.event.ForgeSubscribe; public class Fireshot_Sound { @ForgeSubscribe public void onSound(SoundLoadEvent event) { try { event.manager.addSound("medieval:fireshot1.wav"); event.manager.addSound("medieval:fireshot2.wav"); event.manager.addSound("medieval:fireshot3.wav"); } catch (Exception e) { System.err.println("Fire sounds error"); } } } medieval is my modid and fireshot1,fireshot2,fireshot3 my soundfiles so they must be in \forge\mcp\src\minecraft\assets\medieval\sound now when you want it to make the sound, in the item class entity whatever you have to call it like this par2World.playSoundAtEntity(par3EntityPlayer, "medieval:fireshot", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); now i dont know if you know but when calling it you can see i have "medieval:fireshot" so like i said medieval is my modid and when you want your sound to play it must be fireshot, not fireshot2, fireshot1,etc because this loads randomly the sounds and takes the numbers out not sure you understood that part lol dont really know how to explain it. if this worked for you please tell me
  17. the only problem i have is that some sound files will play but other not might you know the reason
  18. package medieval.medievalsounds; import medieval.Medieval; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.event.ForgeSubscribe; public class Fireshot_Sound { @ForgeSubscribe public void onSound(SoundLoadEvent event) { try { event.manager.addSound("medieval:fireshot1.wav"); event.manager.addSound("medieval:fireshot2.wav"); event.manager.addSound("medieval:fireshot3.wav"); } catch (Exception e) { System.err.println("Fire sounds error"); } } } use it like i do but this way youd have to make a class for each different item sound register the sound in your proxy and when you want to call it add this par2World.playSoundAtEntity(par3EntityPlayer, "medieval:fireshot", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));
  19. i dont know why you want a model for an item but change your path to this "tutorial","/textures/model/dagger.png"
  20. i also tried that on one the bucket doesnt return and the other does but if you do that it doesnt work. it will return it even with null even so it still works and if you dont want what i used its ok i tried helping u.u
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