
SevenDeadly
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Beginner Modder :)
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Spawn an entity or particle where the player's right hand is?
SevenDeadly replied to SevenDeadly's topic in Modder Support
I suspected as much, however I was hoping there was another way. Trig it is I suppose. -
I am trying to spawn a multitude of particles and then shoot a fireball, with all particles and entities spawning directly above the player's hand. The player isn't holding an item at the time in which this needs to be occurring, so I can't use the item being held as a reference. I already found a way to spawn particles and shoot entities when the player isn't holding any items or anything, however I can't think of a way of positioning where it all spawns correctly. Setting the Y coordinate where it should spawn is easy, but I can't think of a way to use the X and Z coordinate to always positi
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I am trying to make a new HUD to add onto my game (similar to an experience bar). I have it rendering onto the screen, the only problem I am having is with the placement of it. Since the placement goes by pixels, what may be the perfect location on a full screen may be located in the middle of the screen if the player re-sizes the window. How could I make it fixed in a certain location relative to the game? For example, the hotbar and experience bars are always in the bottom-center of the screen.
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Make a block players/entities can walk through?
SevenDeadly replied to SevenDeadly's topic in Modder Support
That solved it, thanks. What's the point in naming a method isCollidable if it doesn't affect collision? Is it possibly for projectiles such as arrows and snowballs? -
How do I make a block that players and entities can walk through? I tried overriding isCollidable and returning false, but this still blocks me from walking through it. The only thing returning it false does is make it so I can't view the block's bounds box (that little black outline when you look at a block) and it won't let me hit it. Any ideas? Block Code: public class BlockMyBlock extends Block { public BlockMyBlock(int id, Material material) { super(id, material); setBlockUnbreakable(); setStepSound(Block.soundSto
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Where do you register/input Throwable Entity's texture?
SevenDeadly replied to SevenDeadly's topic in Modder Support
There's no tutorial on the wiki on ThrowableEntities, and ThrowableEntities are obviously different than normal Entities. <.< -
Where do you register/input Throwable Entity's texture?
SevenDeadly replied to SevenDeadly's topic in Modder Support
If you are talking about this: EntityRegistry.registerModEntity(EntityProjectileName.class, "WaveBolt", CUSTOM ENTITY ID, this, 64, 1, true); Then yes and no. It's in another class to keep my organization, but the method containing it is called from the load method. So it's essentially like having it in the load method of my main. -
Where do you register/input Throwable Entity's texture?
SevenDeadly replied to SevenDeadly's topic in Modder Support
Every time I throw the entity now, I still have an invisible texture. However, I also get this error: net.minecraft.util.ReportedException: Adding entity to track 2013-09-23 15:20:38 [iNFO] [sTDERR] at net.minecraft.entity.EntityTracker.addEntityToTracker(EntityTracker.java:219) 2013-09-23 15:20:38 [iNFO] [sTDERR] at cpw.mods.fml.common.registry.EntityRegistry.tryTrackingEntity(EntityRegistry.java:363) 2013-09-23 15:20:38 [iNFO] [sTDERR] at net.minecraft.entity.EntityTracker.addEntityToTracker(EntityTracker.java:64) 2013-09-23 15:20:38 [iNFO] [sTDERR] at net.minecraft.world.WorldManag -
Where do you register/input Throwable Entity's texture?
SevenDeadly posted a topic in Modder Support
Title says it all. If I make an item that fires an entity (Let's say an exploding baseball as an example ) on right click, it shoots an invisible entity (I am certain it is shooting it, because onImpact it has the properties of my Throwable Entity). Since they changed the way you used to register the texture for EntityThrowable Entities, how do you do it now? -
It's working out fine so far. Thank you for all of your help guys!
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I wouldn't be changing the base-class of the blocks. I would get the blocks default value, store it in a variable, then call the setHardness method from one of my custom classes. If the player needs to be able to edit the blocks, I can have a command that, when used, calls a method that resets all the blocks to their default value. Simple as that.
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I actually just thought of a really simple way to do this without doing anything too drastic. I just need to use: Block.someBlock.setHardness(1000);
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Where would you recommend I start with reflections? I haven't had any experience with reflections. (Not really that far into Java yet.)
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That would work for custom items, but I need to disable the breaking of blocks with the fist and vanilla items somehow as well.
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That was one of my first thought (cancelling the event) before I tried to set allowEdit to false. However, setting the event to canceled did not affect anything at all. That's why I tried moving to setting allowEdit to false, as I hoped that would work. Neither or them worked, but I assume that finding a way to set allowEdit to false will be the easiest way to solve my problem.