Everything posted by delpi
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[solved] override attackEntityFrom for vanilla mobs?
Do you want them to look frozen or such? You could remove the entity, replace it with a icicle version of the entity, have that entity respawn the original when it times out. That would be a cool effect. Other than that, you would have to track all the entities, spam zero motion and set position to origin position, set agrotarget to null, and cancel every entityagro event at a minimum. I think replacing the entiry temporarily would be a more robust solution and easier to troubleshoot long term, but that is just me.
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[1.7.2] Custom Entity only attack when he sees you.
Gotcha, we are on the same page. He is going to have to write his own target selection routine.
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[1.7.2] Custom Entity only attack when he sees you.
If two were in range, one was closer but not seeable, that could lead to it getting attacked if I understand how it works right. I could be wrong though.
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[1.7.2] Custom Entity only attack when he sees you.
jabelar, correct me if I'm wrong, but that is only going to work if only one player is in range. If two players are in range and one isn't seeable, it will ignore both. He is not going to get there simply.
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[1.7.2]Syncing the rendering of a block
Search custom packets. there should be a ton of examples out there. Basically you will create a packet with teh dimension, x, y, z and send it to all clients. On the clients, when you receive the packet, mark the block accordingly.
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[1.7.2] Custom Entity only attack when he sees you.
Honestly, I don't think that approach is going to work at all. You just need to write your own AI for your mob or a custom aitarget.
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Render Flicker
I just learned something new. Can't claim I'm anywhere near proficient in GL, but didn't realize this. When I scalef it on the x coord, it centers it instead of shrinking it left or right. 0.99 seems to do it.
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How to make a block that mobs of a certain type can't walk over?
As I think about my proposed suggestion, it might not work on reflection very well. I'm afraid you might have to still set it on every entity. Each entity creates its own instance of the pathfinder.
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[1.7.2][SOLVED] Inability to rotate stairs with metadata
I did 2 ticks to be safe. 1 should work, but I had some stuff running on seperate threads, so wasn't 100% on when it would set. Creating a small class that recorded x,y,z and desired metadata, with a counter variable. Each tick iterate through, do what is necessary(incriment or execute). Probably a bit elaborate, but when I did it, wasn't sure how many ticks I would need.
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[1.7.2][SOLVED] Inability to rotate stairs with metadata
I built a pretty robust world editor recently. Noticed several blocks you have to set the metadata 1 tick after setting the block or the way the block functions will overwrite the position. Don't think it was stairs, but you might run into it in other places.
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Render Flicker
I'll adjust that tonight. Wish there was a cool G11 call or something to handl this situation. Surely this is fairly common.
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[1.7.2]How to make Server Side only mod?
LexManos, thanks for that link. I read through it and picked up a few things I missed the last time. What I don't see if anywhere you specifically say this is serverside only. I've figured out by experiement how to proceed, but not from every seeing it specifically talked about. The you do see log messages about not finding mods on the client, but proceeding. Could you provide a bit more of an explanation on this?
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Render Flicker
That should fix it. THANKS. One last question. Did you have to offset the texture at that point? Perhaps 0.98 in scale and translate by 0.01?
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Render Flicker
Did you do the scale in the rendering itself? i had the same thought, but of course the model only allows for integers in initial size.
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[1.7.2]How to make Server Side only mod?
Not really sure what you are talking about there. You remove the networkmod stuff. Don't have any client methods. Put the mod on the server only, it just runs. Maybe I'm just getting lucky, but I have 3 serverside mods and that is all I did. I do see in logs it is searching for the client and doesn't find it, but it proceeds.
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Render Flicker
I have a custom entity where two of the body parts occupy the same space. For all purposes, just consider it having 2 heads of the exact same size in exact same place even thought that isn't it. The problem is that when the entity turns or moves, the area that they share flickers. How do I make it so one of the heads is always on the outside? I've searched, but I'm probably just using the wrong phrases.
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How to make a block that mobs of a certain type can't walk over?
If you want all the mobs to path around it, you will have to create your own pathfinding AI first. Then go into each mob class and delete the normal pathfinding ai task and input yours in its place. There is a method for that under AITASK or something like that. It will be failrly involved. One last thing is you might look at the way pathfinding considers blocks that are valid paths. You 'might' (let me stress might) be able to find something to overwrite with reflection that would do the trick. If that works, this could be easy.
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[1.7.2]who have how to add potion effect on armor ?
Are you really young or just not fluent in English? It is very difficult to understand what you are asking.
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[1.7.2-10.12.1.1082] My Tile Entities seem to be running each method twice.
I'm often confused by topics like this. If you are debugging this in eclipse, it has a different window for client and server. It should be pretty clear if it is running once on each or you are somehow running it twice on one side (highly unlikely).
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Removed an item. World refuses to load.
How are you starting minecraft?
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[Solved][1.7.2]Porting mod to SMP?
I've noticed if I try to play in single player I get lots of problems with my mods. I've never dug into it because I really just prefer my server. If you solve it, please post what you did. I might mess with it at a later date.
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[1.7.2]Ideas for a quest system.
Just make your storage classes serializable and store them on the server.
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[1.7.2] Replacing blocks at generation
I've only done this on custom dimensions, but I think you can do it on world 0 as well. Create a custom WorldProvider/ChunkProvider and biomes as necessary. Then you can tell it to use your stuff instead of the vanilla.
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[1.7.2] Removing clouds and altering sky colour in Overworld
There is a setcouldrender method Forge created in worldprovider. Just set your client after a few seconds to your custom cloudrender with the method. No need for anything fancy.
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[SOLVED]Get player from UUID
That is helpfull. If name was only there, could add uuid from a lookup. Cool, thanks.
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