chimera27
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Everything posted by chimera27
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How does the Fire Resist. and Strength potion work?
chimera27 replied to TLHPoE's topic in Modder Support
Interesting, though it does make this quite a bit more complex, you could just use vanilla buffs but also show them on your buff screen/ tiles or wherever you want them, which could let the player cancel and see mini-images of all the vanilla buffs too. Other then that though, the actual way the buffs work is quite mysterious, I spent hours hunting down speed with no success. :'( I bet Lex or Hydro would know, but they might be too busy updating to 1.7... -
How does the Fire Resist. and Strength potion work?
chimera27 replied to TLHPoE's topic in Modder Support
Why not use buffs? There's not much bad about them, and you can just have them reapply each tick according to an if then statment... -
Hello. I'm trying to make a custom dimension, but whatever I try it keeps generating weird blocks instead of what it's supposed to. For example, the first time I tried it made the world entirely stone bricks, the second time instead of dirt it was giant brown mushroom top blocks instead of grass, and stone bricks for everything else!! Here's my Chunkprovider: Worldprovider: And Biomegen Class: Any help would be GREATLY appreciated, i've been trying to solve this for QUITE a while now!!
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Yeah a tick handler would DEFINITELY be the best option IMO, this is more or less what they're made to do, so I suggest you give them a look.
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How does the Fire Resist. and Strength potion work?
chimera27 replied to TLHPoE's topic in Modder Support
All the potions are REALLY obfuscated on how they worked last I checked, from what I know fire resist works by the game checking if it's applied each tick before doing fire related damage, I managed to replicate this to make an armor set intercept specifically flame damage instead of both flame and lava. I know there is some kind of override or canceling function built for almost every type of damage, but I forget where I saw them... As for strength, I don't really know too much about it, I would assume it would work somewhere in the player related classes and change your hit damage depending on whether or not it was active and what level it was, but other then that all the potions are extremely weird in how they actually function. What exactly do you want to do with these, I might be able to help you do it without using them -
Where do you register/input Throwable Entity's texture?
chimera27 replied to SevenDeadly's topic in Modder Support
Did you put the method I said in your main? Because I had this exact problem and that fixed it for me.. -
I probs should have said this earlier, but last jight after playing around with it I finally managed to got it to go where i wanted it, but it's only visible when i'm in 3rd person! Te EXACT same rendering code is being called for first and 3rd person, and i did make sure to tell it to render it in first person this time! I can't post the code rigt now because i'm at school, but if anyone knows a general reason this would be the case it would be much appreciated!
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Where do you register/input Throwable Entity's texture?
chimera27 replied to SevenDeadly's topic in Modder Support
I just do it in my Render(projectilename) class and register it in my clientproxy, here's an example... (Replace ProjectileName with your projectiles name) EntityRegistry.registerGlobalEntityID(EntityIceBolt.class, "ProjectileName", EntityRegistry.findGlobalUniqueEntityId()); RenderingRegistry.registerEntityRenderingHandler(EntityProjectileName.class, new RenderProjectileName()); Just add this under your load method in your main too: EntityRegistry.registerModEntity(EntityProjectileName.class, "WaveBolt", CUSTOM ENTITY ID, this, 64, 1, true); Finally make a class called RenderProjectileName and find some vanilla projectile that you want to change the sprite of (I would do an arrow because its really just 2 flat rectangles, not shaped like an arrow) and use private static final ResourceLocation texture = new ResourceLocation("MODID","textures/entities/entityprojectilenameinalllowercase.png"); @Override protected ResourceLocation getEntityTexture(Entity entity) { return texture; } Also, make sure the .png file name is completely lowercase, both in the code and the file itself or it won't work. -
I did that, my Itemrenderer is as follows (I should have posted this earlier):
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Actually 2 more things are going wrong (could be one causing both) First, it's being wielded like a sword, how would I go about changing the angle its wielded at? It's wielded right in 3rd person, but not first, even though the code is the same for both... Second, the model pieces are segmented and spaced randomly as if they've been thrown around, here's a pic for refrence: It's the same in 3rd person as 1st Here's how it's supposed to look:
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Herpdy Derp!! Thanks, probs never would have realized that... lol I feel like the kind of person that thinks they lost their sunglasses and then realizes they were wearing them the whole time right about now... Also btw the tutorial that told me to register my entities in my clientproxy is a forge tutorial, its the making of a space marine mod or something like that, it was quite comprehensive.... Wait, wat. For whatever reason it's rendering facing the ground...... That's not how my techne model had it, i'm assuming rotation is something i'm supposed to specify myself somewhere isn't it.... anyone know what I would do that under?
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Just make a commontickhandler that implements ITickHandler and use if(player.inventory.hasItem(Main.itemwhatever.itemID){ Do Stuff. } (Just google how to make a common tick handler if you're unsure) Also for reference here's how I check if the player has a power beam and an upgrade in their inventory, and if so consumes them and adds a power beam that can switch to the ice beam: if (player.inventory.hasItem(Main.ItemIceUpgrade.itemID) && player.inventory.hasItem(Main.ItemPowerBeam.itemID)) { player.inventory.consumeInventoryItem(Main.ItemIceUpgrade.itemID); player.inventory.consumeInventoryItem(Main.ItemPowerBeam.itemID); player.inventory.addItemStackToInventory(ItemPowerBeamStackI); } Hope it helps!
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Ok I found the source of the crash, Shape16.mirror(); was being called thrice, once before Shape16 was fully initialized, buggy techne is buggy I guess Anyway, now there's a new issue, the model isn't rendering, it's just using the inventory sprite not the model...
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I was wondering this too, rendering a image overlay seems to be quite complicated, I tried looking at the pumpkin blur code to see how it did it, but it was really confusing and it didn't seem too plausible to render it that way.
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Just tried updating, didn't change anything I honistly have no idea what's wrong, gona try // ing some of the lines in my modelpowerbeam class to see if it helps anything but i'm still fairly certain that's not it because it was generated by techne and all the methods it calls exist and are used right as far as I can tell...
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Changing it to private didn't change anything related to the error, and the model was made via techne, so the function names and such were generated by it, also I put the entity and renderer registries in my clientproxy because that's what I saw to do in the tutorial on making them... I'm gona try updating forge because that might help but i'm fairly certain that Minecraft.getMinecraft().renderEngine.func_110577_a(new ResourceLocation( isn't even being called because it crashes first Edit: Anyone know where a list of the new names for functions is for 1.6.4? 'Cause it's a bit hard to discern what things like func_110775_a were supposed to be doing...... Edit Edit: Nevermind, managed to discern them!
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I've been trying to get an item from my mod to render with a nice 3D model, but after repeated attempts all i'm getting is this error: Anyone know what's going wrong? I've looked at all my code it's pointing out there and don't think i'm doing anything wrong.... Here's the files related to the rendering... My ItemRenderer ClientProxy: ModelPowerBeam: And the only relevant thing in my main is that i'm registering my renderers through my clientproxy in my preinit Anyone know what i'm doing wrong here?
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Thanks, that's exactly what I was looking for!
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Yeah potion effects still seem to be obfuscated (the critical functions for many are things like 'func_902349' and such) I'd just use a vanilla one with whatever power level you need for now, no real reason why not... also, maybe you could try to find a way to make the sword buff you with like 10 ticks of haste whenever you click with it, that way when they stop clicking the effect would just go away before they could see it
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I was wondering how I would check if a vanilla keybind is pressed without overwriteing it. I can't seem to find any kind of keybinding handler for the vanilla binds, the keybind class is the closest I could get but it seems very odd in how it works and gives me no way to check if a specific keybind is active. Setting my keybind to that key simply overwrites it and nulifies the vanilla one (which isn't an option considering the one i'm going for is space ) Anyone know a good way of doing this?
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That would seem to be the problem! I thought I only had to do that in the clientproxy but i'll try moving that to my main! EDIT: Actually that gave me the same error, the only thing changed in the error was the line where it mentioned when I registered it in my clientproxy was changed to the line that I registered it in my main I'll post my main now... Main:
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I'd like to have modder status, because... I'm a modder! I am the sole creator of the mod Metroid Cubed! http://www.minecraftforum.net/topic/1905136-metroid-prime-mod-16x-power-suits-beams-hypermode-and-more/ I don't need a subforum right now, my mod's still not too popular!
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I keep getting a null pointer exception when trying to render my item and have no idea what's causing it! Anyone know what i'm doing wrong here? My clientproxy (The place that i'm registering the item renderer is at the very bottom) My model renderer And my custom renderer Also here's the null pointer exception it's throwing at me: Any help would be appreciated!
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I saw this a while back: http://minalien.com/tutorial-advancedmodelloader Does anyone know how this would be used to render a held item? It seems like it should be possible, but how would you go about it?
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Thanks for the advice, I managed to increase the size of the armor array, but still have no idea where the game renders the slots.....