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Everything posted by delpi
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How to make a block that mobs of a certain type can't walk over?
delpi replied to AskHow1248's topic in Modder Support
As suggested many times, go look at the pathing code and change it. Look up PathFinder. Study it. Figure out you need to modify func_82565_a. insert in the the following: -
Ok, this is really wierd. The Y and Z rotations on a child swap. Easy to adjust, but haven't followed it out to see why.
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I don't mind if folks use it. Its a rather complicated Raptor. My two boys wanted one, so I inserted it into my multidimension mod. Changed the texture size but no difference. I did notice that there is a color change in a thin line going down the top of the tail. Its doing the flash on a small portion of that tail. Very Very weird. It was doing this before the texture size change too. Getting everything converted to child first, then I'll add the degree change. BTW, only had to do lowerheada seperately. All the teeth and lower jaw can tie to it. if they are slightly scaled for the shimmer, doesn't really matter.
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The "got it working" refers to the child setup, thanks to jabelar. Still have the issue with the tail not flashing.
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Got it working. Coolness. That makes it a lot easier. Now to make it look right for child size. Baby Raptors and all.
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I tried that. Maybe I did the math wrong. I'll give it another shot. Don't do too much on it, one tooth would be more than enough of an example.
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jabelar, I gave the child thing a shot, but everything was offset odd that I made a child object. I played around with it but couldn't figure out the basis for how it was offsetting the child renders from the parent. Its probably obvious and i'm just missing it. On some of my boxes, I need to shrink them so the textures don't flicker with the overlap. From what I read, that wouldn't work for child objects, but it would be very handy for all the teeth and a few other items. Anyone else reading this, any clue on why the tail doesn't show the damage? I can make it do it the hard way, but I can't figure out why it isn't doing it as is shown in the above code.
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I'll take a look at that and adjust. Thanks!
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Posted as requested, but I can't imagine what is relevant other than the sections above. But then, i'm stumped so... Here is the rendering class Here is the model class. Ignore the camo, haven't implemented it yet so always false.
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There's nothing there. It tells the model to do the render. I'm stumped. The Tail that isn't flashing is right between the body and the limbs which flash fine. There is nothing I can find that should cause a break of the flash render at this spot. Just a snipet of the model render The only thing I can think of unique is up in the setrotation part, i'm shifting the tail to make it wag slowly. This is similar to the arm/leg motion so can't image that would be an issue.
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I spotted that code and looked at it earlier. I can't figure out why it wouldn't render all the parts of the entity either. I'm going to take a 2nd deep look and see if I can spot it.
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I just noticed that one of the custom mob frames I built doesn't flash its tail when hurt like the rest of the body. I'm looking through the minecraft code and I don't see anywhere that it specifies something special so a single part of the model flashes. Anybody got experience with this or if it there is some special call that has to be made for the specialrender pass?
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Hopefully, Jabelar or someone else can help you. I've tried it and gotten a long range of errors. I did a pretty robust error log grabbing the name out of blocks I clicked on, then automatically tried about 10 variations to regrab the block from that name. Nada. I'm assuming the same issue with items. I'm all ears, cause this would be far easier than the bs required to work in ID's now.
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Area, that has an other difficulty as the normal world?
delpi replied to MikeZ's topic in Modder Support
Create a range for your area. Perhaps in the config. Load that up into a class. Anytime a mob attacks a player (look through events), check to see if the player is inside the range in that class. If so, modify the damage as you see fit. This will work for other types of things as well. That should be enough of a description to pull it off. If not, you are going to have to study up first anyhow or it won't work. -
[1.7.2][10.12.1.1103] Help me understand the RotationHelper
delpi replied to ZZT's topic in Modder Support
I suggest not using it and do it yourself. It isn't that hard to figure out how to rotate something properly. -
Area, that has an other difficulty as the normal world?
delpi replied to MikeZ's topic in Modder Support
Different dimension or different area in same dimension? In the first, you can change the difficulty of each dimension. In the second, assuming you want to change damage output or such, you can just watch events, check to see if they are in your area, and change the damage value. -
Hopefully he has better luck. I tried using this for blocks and couldn't get it to work. No matter how I put in the name, it wouldn't get the block. Eventually I resorted to ID's again.
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Cool. I'll follow that. I've used build in sounds before, so should be simple. In the tutorials I looked at they were based upon previous versions and several people had implimented sound handlers. They didn't appear to be registering the handlers anywhere, so it looked just like simple classes. Sometimes hard to tell when they are just describing the changes from 1.6.4 versus 1.7.2 and not how to actually go from scratch.
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What larsgerrits said. Someone out there might know a method, but I haven't found one yet that works. If you don't have one, you will need to look at a different method.
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What sound tutorial for 1.7.2 have you found best?
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What are you going to do with that string once you get it into your Array? How are you going to take that and translate it into an item?
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How to make a block that mobs of a certain type can't walk over?
delpi replied to AskHow1248's topic in Modder Support
If you are going to do this with base entities, that is going to be much harder. If you are serious about this, I would do the following. Create your own pathing method in a custom entity extend each of the minecraft entities who's pathing you want to modify and replace in their code the pathing with your own Using events, replace the spawn of any base entity with your custom entity extending the base entity. That should work. -
Change fog color too.