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delpi

Forge Modder
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Everything posted by delpi

  1. The only way I can think to do it is passing packets back and forth for that block. This would be just as fast or faster than vanilla depending what you are wanting to do. Are you wanting to destroy it or find out something about it?
  2. My memory must be off then. Could have sworn it was an integer. And you are right. Shouldn't matter, but I've been surprised before. The only other thing I can think of is that anytime I have changed the max hitpoints of an entity, on the next line of code, I set their current hitpoints to the max value.
  3. Just for grins, put the hit points up into where you declare it, and put a print statement right before the line to set the hitpoint to check to see the value at that point in time. Also, thought hitpoint was an integer not a float.
  4. Yeh, I don't know of another way to do that.
  5. You are not showing where you set the value for hitpoints.
  6. Are you trying to keep it from moving the chat to a new line or is the (CR) character actually showing up? What text is generating it?
  7. Perhaps it doesn't matter here, but I thought it was better to use .equals() for those comparisons instead of ==. In this case given its a static final Item so it probably doesn't matter...
  8. Step 1 - Learn Java Step 2 - Look at Vanilla Code Step 3 - Write your own Code
  9. I'm not sure, but I suspect you should just override that and have it return false for your block.
  10. I'm going to have to let someone else chime in that has set a block/tile in 1.8 via java. I have working blocks, but I'm always setting them with the player.
  11. Haven't used this in awhile, but there is a method to create a custom ItemEntity when and item is dropped instead of the standard. Look around for that and it will be your route.
  12. Something looks odd with your tile entity, but I don't have access to anything right now, so can't figure it out. Why are you doing this? Did you get that from someone as an example?
  13. I have never used the .obj export. I have only used the java one. Once you export it though, you are going to want to modify it heavily to do anything fancy for animations, or redundant objects (teeth for example, generate with an array and loop), setup child relationships to make the thing easier, ect.
  14. Why are you trying to make a multipart entity? Hitboxes?
  15. I have a system that does what you are talking about. It is far from simple and certainly not a first mod type thing. Start with some basics and get experience first.
  16. I can't remember why, but i got in the habit of a null check anytime I grab and instance of a tile. If it only happens in a rare tick, skipping the render for the null isn't going to matter much. On your end, have you tried error trapping it or using the debug to see what is going on?
  17. Look up Jabelar's tutorials. They spell out how to do this clearly.
  18. Look at the vanilla Redstone blocks and learn from them.
  19. This is an old thread, but this is on the topic. I've noticed some issues with the rendermanager being null when I register the renderers. What is the recommended point to do this? PreInit, Init?
  20. I'll give you a way to do this easier. Build your model in Techne where the backpack is on the players back in the right spot. Heck use the model biped as a start. Change your model to extend modelbiped. Reset all the base models parts (such as leg, body, ect) to size zero. When the player is rendered, send a call to render your backpack when applicable. If you use the renderlivingentity event, be sure to put a marker on your render version or you will get an infinite loops. This oversimplifies it, such as leaving our your render class, ect. The reason to do this is there is no need to do anything with calculating positions, rotations, sneak, riding, ect. The base code takes care of it for you. Easy as can be.
  21. You can write your own ModelRenderer class extending the vanilla one to do some tweaks. I've done that to create some cool effects but never tried what you are saying. For the few cases where I wanted something smaller, I just made a big model and then scaled it down.
  22. I wouldn't do my backup from inside minecraft. My opinion of the best way to run a server is on a Linux system. Mount a ramdisk at boot, load minecraft onto it, setup the saves to the normal disk periodically, setup scripts to create a backup on whatever frequency you want.
  23. Awesome. Thanks.
  24. Where is the obfusification table at? I'm sure i'm saying that wrong, but I mean the excel sheet that has the list between the names for each class to use.
  25. Ah, got it now. Thanks. I've always been a bit confused by static references but now its clear.
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