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American2050

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Everything posted by American2050

  1. Well, from what I remember from the watering can, it also works on blocks where Bonemeal doesn't work, like sugar canes and cactus. So maybe it's a combination of metadata and some other information used for those blocks to decide if they can grow taller or not.
  2. A Watering can works like Bonemeal? I'm not sure but I think the watering can works different. Can't explain why but what is does is different to just applying bone meal.
  3. I'm not 100% but, isn't isItemValid only called when you try to input items with a hopper, for example on furnaces? I think there are 2 methods, one used for player placing items and other for hoppers, but again, I'm not sure.
  4. Ok guys, so I got that code, so now when someone dies, you can see in chat what was the cause. Back to the problem, here we can see a player "died" but not message pop up, so he technically didn't die. Anyone has any guess on what can be causing this. I'm almost sure it's some other Mod on the pack, but I dont know. Here is the "death" showing no message, happening when the effects from my item run out. http://www.twitch.tv/vash505/v/17579684 This is how the chat looks like when someone dies. http://i.imgur.com/3Jt6Cs9.jpg The code that makes this to display @SubscribeEvent public void onLivingDeath(LivingDeathEvent event) { if(ConfigValues.trackPlayersDead) { if (event.entityLiving.worldObj.isRemote) return; if(event.entityLiving instanceof EntityPlayer) { System.out.println("A player died!"); EntityPlayer thePlayer = (EntityPlayer) event.entityLiving; if(event.source.getSourceOfDamage()!=null) { System.out.println("getSourceOfDamage: " + event.source.getSourceOfDamage()); thePlayer.addChatComponentMessage(new ChatComponentText("Player died - Source of Damage: " + event.source.getSourceOfDamage())); } else if(event.source.getDamageType()!=null) { System.out.println("getDamageType: " + event.source.getDamageType()); thePlayer.addChatComponentMessage(new ChatComponentText("Player died - Damage type: " + event.source.getDamageType())); } else { thePlayer.addChatComponentMessage(new ChatComponentText("Player died with no extra details.")); } if(event.toString()!=null) { System.out.println("event.toString: " + event.toString()); } if(event.source.getClass()!=null) { System.out.println("event.source.getClass: " + event.source.getClass()); } } }//END IF }
  5. - Don't hijack threads. - Post your code. What you talking about? I didn't hijack anything... I just letting the Original Poster know that the Tutorial is working.
  6. Maybe you looking for this one: EntityJoinWorldEvent Not sure on what bus it goes.
  7. I have some problems with that Tutorial also. It does work, but for some reason it wont let me load already generated worlds. I just hangs.
  8. Ohh so you mean, the more blocks of this I place, the counter will go up faster for all of them? I see What I have to do is on my EventHandler have that counter going up on the Render? Gonna give that a try, thanks
  9. Ok, I got it working, but from the Render itself and not from the TileEntity, so the block also changes its texture while on inventory. Is it ok to do it this way, or it's a bad idea? if (counter <=500) { this.bindTexture(texture01); counter++; } else if (counter >=501 && counter <=1000) { this.bindTexture(texture02); counter++; } else { this.bindTexture(texture03); counter++; if(counter==1500){ counter=0; } }
  10. Well I do have a TileEntity for my block right now yes. I guess I wont need metadata, as the idea is to have all the blocks changing, I dont won't it to change if it X block, just have all the blocks changing the texture every X time.
  11. I know that when working with blocks I can use an mcmeta file to make the texture "Animate/Change" Is there a way to make the same but when using Models? I would need it to render with a different texture (png) every X seconds.
  12. Of course. Armor is a completely normal Item when being held in hand or dropped in the world. Ohh ok, well I always called that a texture, I was thinking on a model, like when holding some custom render item/block.
  13. There is an Item Model also for the armor?
  14. Thanks a lot for the perfect explanation
  15. Well, I know I got it wrong, but.... Why something like this doesn't do the trick? Block dirt = Blocks.dirt.setHardness(-1F); And I use that dirt? I know that doesn't work but.... What if I do that, then I place the blocks, and after placing the blocks I back dirt to it's original hardness? Would that be a bad thing also?
  16. I did all the tests on Single player. I will have to setup some server to make those tests. Thanks for the tip.
  17. I will try to get some logs or something. I think it just doesn't teleport them, no crashes as far as I know. Gonna try to get more info and post it.
  18. How would it be the way to place a Minecraft Vanilla block in my world, using my mod, but making that block unbreakable? I tried something, but I end up with all the blocks of that type on my world been unbreakable, so I guess I overwrote the original block somehow.
  19. So, I have a block that will teleport players to a new dimension when they right click on it. But I got reports of players on servers, where they need to get OP in order for the Teleportation to work. Any idea what could be the problem? Maybe the teleportation itself, or something else around the code I'm not sure of? /** Teleports a player to a specific location in a dimension. */ public static void teleport(EntityPlayerMP player, int dimension, int x, int y, int z, float yaw) { if (player.dimension == dimension) { player.rotationYaw = yaw; player.setPositionAndUpdate(x + 0.5, y, z + 0.5); } else { player.timeUntilPortal = player.getPortalCooldown(); WorldManager.theServer.getConfigurationManager().transferPlayerToDimension(player, dimension, new TeleporterHub(dimension, x, y, z, yaw)); } } And also public TeleporterHub(int dimension, int x, int y, int z, float yaw) { this(WorldManager.theServer.worldServerForDimension(dimension), x, y, z, yaw); } public TeleporterHub(WorldServer world, int x, int y, int z, float yaw) { super(world); this.theWorld = world; this.posX = x; this.posY = y; this.posZ = z; this.rotation = yaw; } I'm not sure what other code you should need to see what the problem is. Any ideas, any advice?
  20. Darkflame, go step by step, make the entity crawl before it can flight Really, take slow steps in your code, if it's not easy, try other things and then get back into it, once you have a better idea on how to do it.
  21. Why findGlobalUniqueEntityId sould not be used? Thanks.
  22. Does anyone know if the problem of this code replacing only the End Frame Portals "randomly" I mean, not all of them, is related to the Event I'm attaching this into, or is there any other problem here?
  23. In 1.8 you find it at net.minecraft.entity.item; PS: Try to not open 3 topics, all related to the same original question
  24. Why not take a look around at the Mobs from Vanilla that can flight? Bats, Wither and the Dragon. Start from there and see what you can adapt from theirs AI.
  25. Do you have any link to read on Curse how that points system works? Thanks.
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