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Everything posted by delpi
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I've got a question about the construction of the the child entities that just doesn't make sense to me. I build a setup similar to the enderdragon for multiple parts. Actually for now, I'm just messing with a head. Everything is working right and I even went so far as to outline the hitbox corners in flame just to make sure I know where it is on the client (also did on server just to make sure). Anyhow, I degrees. The point is its there and in the right spot. Here is the problem, I can't hit it. It never registers a hit Added this to check @Override public boolean attackEntityFrom(DamageSource source, float amount) { System.out.println(" - hit"); return true; //return this.isEntityInvulnerable(source) ? false : this.entityDragonObj.attackEntityFromPart(this, source, amount); } Now for the question, it doesn't appear in other example and in the enderdragon case they ever spawn these child parts. If it is never spawned, how does the system know to track include it in a search for a hit? This is probably obvious and I suspect what I'm messing up. I've searched and search and don't see it happening in the enderdragon.
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He has been told that in several different post now.
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Other than for players, their UUID's seem to be correct on client.
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Server Client Synchro Strange Problem with entity
delpi replied to Kloonder's topic in Modder Support
Why not read what people told you in the first post on this? Someone chimed in and told you to add a check for side in it 'if (!world.isRemote()). Go delete entity. Its not that is a bad way to do it, it is flat wrong. Entity will always be wrong the way you are using it. -
I had several people point out to me that worrying about that was over optimizing. After playing around with it, I tend to agree with them. I'm doing multiple searches like that per tick and I tried to detect the difference in load and I can't.
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How to increase the update frequenzy of an entity
delpi replied to Kloonder's topic in Modder Support
If you don't think it is useless then you don't understand what an Item is in minecraft. Delete it and use the other method I told you. -
How to increase the update frequenzy of an entity
delpi replied to Kloonder's topic in Modder Support
So, you really are asking a different question than your original post. First off, I'm assuming your first set of code is a custom item. Delete 'public Entity entity;', its useless in an item. You can store the value in the itemstacks NBT. With your code for onUpdate 'entity will always be null' Also, write proper English. -
uuid I had a need for something similarm with an NPC spawner block I have. Assuming the entities that are spawning are custom (if not make them so with a simple extend or implement something in extendedproperties for them), just set them to die on a restart and avoid the whole issue.
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How to increase the update frequenzy of an entity
delpi replied to Kloonder's topic in Modder Support
Look up a tutorial and follow it. Here is one that will fix your lack of understanding. http://jabelarminecraft.blogspot.com/p/creating-custom-entities.html -
I spelled out two routes for you. If you are really concerned about processor power then go the extended properties route. It has its drawbacks though. You won't be able to store the backpack in a chest or somewhere else. Any backpack you pick up will have the same inventory. To be honest though, you are worrying about nothing. There won't be enough item pickups occurring fast enough to cause an issue.
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There are a couple of ways to handle this. You could associate it with the player like enderchests. I don't like the for backpacks. On mine, i stored it in the itemstack for the backpack. In which case, yes you have read/write it out of nbt each time.
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I'm assuming from your drawing you just have a box and you left out part of the skin for it to make the hole. You need to make each wall 3D instead of 2D. Well, that is misleading. You could have the wall depth be zero still, but you need to actually have to sides to it. Instead of making a box with a skin, make 4 separate walls, separate top, separate bottom. For your wall with the hole in it, you will need 4 parts to the wall to have a whole in the middle of it. If you want to fix this from the TECHNE side do this instead. ____________ ____________ || || || || || || || || || || ____________ ____________ Hope that makes sense to you.
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[1.8] [SOLVED] Scaling down boxes of a java model
delpi replied to Raflex14's topic in Modder Support
Is it a horror mod? Cause those things are giving me the creeps. -
I recommend the multi setup Lex has the tut on with a separate run directory. I've got 5 mods with a common resource mod. It works very smoothly and the compile in that structure is pretty simple too. Takes maybe 15 minutes to setup the first time. Anytime i make a big move (1.7.2 to 1.8 for example) I create a new multi setup. Every so often I back up the structure (excluding the run directory) using 7zip in case I do something dumb and need to look back.
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I'm going to go out on a limb and suggest this for you. Open up a search engine. Perhaps google. Type in "Minecraft Forge GUI Tutorial". Then start reading. Next, open up the Vanilla code and look at the GUI's and how they work. After that, try and code something. As you run into roadblocks, ask a specific question.
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Depending how complex you want, you can just watch the playerrender event and draw a transparent box around the player. Do a search, people have done this before.
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Got something odd happening that I'm not sure if it is involved in something I have done or not. After I teleport to a different dimension (with or without a portal), the XP bar goes away. If I try to use an enchanter or anvil at that point it won't work because it detects no experience. Fixes: If I log out and in, it then shows my exp again and all works. If I try to use the anvil, it fails and drops the items, and then my xp bar populates back to normal. I saw something from Ernio about resetting icons after using a font render. I did that, but no difference. Besides, since this seems like the XP isn't really there, its not a gui only issue. The only thing I can come up with is when the player is transferred dimensions (clone code), the XP isn't transferred to the client. However, all the health and such is, so that seems weird. Anyone know how to fix this?
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Can't remember the method, entitycollides or somethign like that. It will check if serverside, call the players portaltime, and then after certain conditions call the teleporter code.
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[Forge 1.7.10] set block bounds problem for custom model
delpi replied to santabarbara_'s topic in Modder Support
Your code looks fairly clean for the 'java poo garbage' comment you made above. When you set your block, it should look at the blocks around it to see if there is space to set a 2nd block (like the bed). If so, it sets the 2nd block. ect ect Actually, it is pretty complex if you are just starting out. Make your block 1x1x1 and save the fancy stuff for later. -
inv[2] = inv[1] inv[1] = null
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look at the portal block for how it calls a teleporter
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Create a custom teleporter. Look up the code that is called from a portal, extend it, and modify it to meet your purposes. Specifically get rid of the create portal on other side. Create a block, that when collided or interacts calls up your custom teleporter.
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[Forge 1.7.10] set block bounds problem for custom model
delpi replied to santabarbara_'s topic in Modder Support
First off, you made your block bigger than a block. That isn't the best of ideas. Anything in vanilla for that, it is two blocks that form the overall bigger structure. Look at chests, beds, ect. -
Oh, That is something you should have put in the first post. You want it to one time sort or periodically do it? If periodically, just set up a tick event to fire off a sorter every so often. If you want one time, just watch for the gui to be closed and fire it or watch for your inventory to change.