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Everything posted by delpi
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Look up Wuppy's tutorials. they will help. He has both the 1.6.4 and the conversion to 1.7.2's.
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I had a link to this at one point but can't find it now. I want to have a mob in one mod drop an item from another mod in certain cercumstances. Anyone able to point me at a code snipet or example where this was done. I can find in minecraft how to load and item from a string, but i'm unsure of the context of that string. Is it modid:name?
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Its not my main class. Its in a command class. But that isn't really relevant. I just have it there because I'm using it there. you could hae it in any class. You are just creating an itemstack, adding some data, and giving it to a player (or dropping it into world).
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I don't think it will be the lighting. The patten of the ripple is too exact. It is happening the exact same way every time no matter the location or situation. But, to be sure, I'll test it tonight with the GL calls. TheGreyGhost, this sounds promissing. I've never been totally sure what the z was used for. Which way is into the screen and out of the screen. Currently, they are at -90 since that was what I saw used most commonly in minecraft for gui stuff. If the default background one is at -90, I'm betting I move out to soemthing like -100? Minecraft seems to like -z as a forward motion.
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I have a cooldown bar I'm rendering on the screen. It works great and does exactly what i want, but as the bar goes down, the bar has a rippling effect in portions of it and I can't figure out why. Basically I render the empty bar which has black in the middle. Then I render a portion of a red image that is the exact same shape as the black from the first. I'm assuming I need some type of GL call to solve this issue but I don't know what. I tried looking at the stuff for health and boss health, but it doesn't seem to work for this. They are using a blending call only as near as I can tell. Tried their exact same one but no dice. Anybody had experience with this?
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Here is what I have in mine, works like a charm. Enjoy.
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For anyone interested, it works. In Eclipse, set your project up as recommended for multiple projects. Basically each mod is a new project. Put all of your common code in one. In the other mods, right click on their project, choose build path, configure build path. Under the projects tab, add this common code project. You can then use its methods in your mods. The problem will now be that gradle won't compile it. To fix this, go to your build.gradle file for that project and add something like this to the bottom after the 'minecraft.version' line: Basically, you are telling it to go up a folder, down into your specified project and file path. Works like a charm.
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Setup a recipe to make X (call it the mystery item - I would image a large red question mark icon). In the event handlers, look for X to be generated and as it is picked up change it based upon your odss.
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First off, I really like the weather entity idea. Second, it can be done. Third, from the questions you are asking, I think you need to go look at a lot of tutorials and try some basic entities before attempting this.
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I have created an abomination (custom entity model)
delpi replied to Zer0HD2's topic in Modder Support
Depending on how you are moving things around, it also matter what order you make things children. I found the angles and the way it works shift around if you do tail1, tail2, tail3 vs tail3, tail2, tail1. -
It's funny that you mention just saving it to a file. It's what I've been doing for my mods for some time now. Works fine. I was interested in trying to do it inside minecraft to be simpler, but I think I achieved the opposite. Now I'm really just exploring options and learning. I think links in eclipse will be the trick for shared code. I think it will be the same as a common library. Will try later today and post some stuff if it works. Still can't get my mind 100% around how to make an API in the forge/grade/minecraft environment
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Well scratch that, putting it in the libs folder does nothing. Will have to describe to Gradle to include it. I see how to do that with external jars, but would rather know how to tell it to just include the project straight from the eclipse setup.
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After thinking about this, I'm probably messing up that last statement. I probably have to tell eclipse to use in in the run scenario. However, how do I make sure gradle includes it? do i have to pack it as a jar and put it in the libs folders before running gradle each time?
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Thanks guys. I get it now. I did this in Eclipse. Each of my mods are their own project, so for two of the mods, i included this 'API' mod in the buildpath. Programming wise it looks fine and something like this worked back when i did bukkit. However, for forge it isn't working when i try to run the server in dev mode. Its not including the separate mod from the build path. Looking at it (assuming i'm not still missing the point), it looks that I need to tell gradle to include it, but i'm struggling with the right syntax. I posted something in the gradle help section.
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This might be incredibly dumb (and feel free to tell me if i shouldn't be doing this), but I end up using a lot of the same methods and functions in most of my mods. Instead of copy/pasting, i decided to create a separate project in Eclipse for those and just include them in the build path of my mods (setup so each mod is a separate project. The problem is when I run minecraft in the development environment (and I would presume if I tried to compile) its not including that separate project. From reading, I see things about setting Gradle to include an external JAR and I suspect this is a similar thing. I can't figure out from the documentation how to do this. Anyone able to help?
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I know this is something most Java experts can talk about backwards and forwards but it escapes me. So, I build an API for accessing the storage and then use it in my mods. I know how to do all that. What is different from that versus just having the class in each of my mods?
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You are on a Forge Forum so any answers will probably involve ...... Forge.
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Accessing EntityPlayer when using KeyInputEvent
delpi replied to AgentEpsilon's topic in Modder Support
jabelar's assumptions are correct, but what do you want to do with the player? Remember, this is only the client version. Anything too involved, you are going to need to send a packet to the server. -
Could you point me at some tutorials/discussions on API's. I've had a challenge searching for the right way to do this in the past. The searches always seem to bring up topics on Forge's API.
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Why have 5 models? Just have one model and don't render the heads you don't want. In your mob class, you just track whne it was damaged to populate a variable insdide a datawatcher for how many heads should be up. When it is maxed out, allow damage to occure to body.
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What I want to do is to create a perworld storage but access it from different mods. Based upon this post and what I looked up in the vanilla classes, I think I know how to do it. http://www.minecraftforge.net/forum/index.php?topic=8520.0 What, I'm unsure about is how to access it from the other mods. The methods involve casting the WorldSavedData it returns into your extended version of it with the actual functionality. This is where I'm stuck. If I basically have the same exact class in both mods, I don't think it is really the same class, is it? The casting won't work in both, will it? I had trouble finding the answer to this on a java search, but probably because I couldn't figure out the right way to ask the question. Any advice?
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I have a very functionally multiworld setup. In the config, you can tell it how many worlds to have. Each world has the normal 3 plus a few custom I created. The portals inside of each work as it would in the main. For example the nether portal takes you to the neither of the world system you are in instead of the main. To get between the worlds, i set up a special portal frame and block that couldn't be created, only gotten from multiplayer. When you place the portal it doens't go anwhere, you ahve to right click it in creative and choose the destination dimension (only overworlds are an option - takes you to their spawn). It also has a permission system but it is really overkill since the admins are the only ones that can go creative. Anyhow, ideas for you.
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I've found the render code for players to be fairly confusing. You will want to modify some of the code in RenderBiped to not show armor instead of render player if I understand it correctly. There is a set armor render player type event you might look at. Might be as simple as cancelling that. Haven't played with it though.
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Yes. Look up Wuppy's tutorials. Now, if you want ot have it with its own unique nether and some other things, you are moving well into more difficult.
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That worked like a charm. Thanks!