Everything posted by delpi
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[1.7.2] How to regenerate a dimension
That could be a good starting point, i'll give it a shot.
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[SOLVED] [1.7.2] Deactivate deathmessages?
What would be a more reliable way?
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[1.7.2] How to regenerate a dimension
That is an idea. I would have to figure out where the folder is at from the code and then deleting it if nobody is in it, should be easy. It would regen the next time entered. Any idea how to get the location of the world folders?
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[SOLVED] [1.7.2] Deactivate deathmessages?
Good deal. Glad you got it and shared it for others. Also love the German for "Remove Death Message", assuming google trasnloator got that right.
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[1.7.2] Textures not displaying in final mod [RESOLVED]
Is the modid "Generic" or "generic"?
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[1.7.2] How to regenerate a dimension
I have a need in one of my mods to regenerate a world automatically. This could be while running or on a server restart. I could make either work. I've done a lot of searching and I can't figure out how to do this. Any advice?
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[1.7.2] Damage after Portal
WOOTA!!!!!! Fixed it. This may be difficult to follow, but I'll give it a shot. i was shifting the player to the center of the portal block by adding 0.5x and 0.5z. For some reason this made the player register a collision with the portal frame. The player can stand there just fine without damage, but if he teleports there, oh hell. Not sure how that makes sense, but its is reality. So I did a little checking on position to make sure I moved the player to the exact spot between the end of one portal block and the start of the next. BINGO! No more issue. Thanks everyone for the help.
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[1.7.2] Custom tree grow bug
When I did my copy/paste mod, I had some blocks where they cared how they were placed and it changed the orientation such as droppers/hoppers. I had to come back 1 tick later and set their meta data or they wouldn't obey the orientation I desired. I just looked at the blockwood class and I do not see any evidence of that issue here. It has to be how you are placing the block. Is there any difference when the tree grows from worldgen versus you grow the block with the bonemeal in your hand?
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[1.7.2] Damage after Portal
As far down the rabbit hole as I went, I don't think I can. It won't be compatiable. I tested on normal portals that it didn't occur. It doesn't. I tracked the code all the way through from vanilla entering a portal to being in the new dimension. I 'think' i'm duplicating it in the exact same order. It really does seem to be that some of the time (with no pattern I can see), it decides a portal block is solid and should hurt you. As I type that, it gives me an idea. Before shifting the landing spot, I'm going to watch the damage event and see if it is showing anything. Maybe that will shed some light.
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[1.7.2][SOLVED] Item that slowly poisons the player.
That is what I used and was going to suggest, but wanted to make sure there wasn't a slicker way to do it.
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[SOLVED] 1.7.2 Models and Rendering mob creation
congrats
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[1.7.2] Damage after Portal
I'm not sure I understand your question. If you build a custom teleporter, how do you not specify where the player goes?
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Syncing Tile Entity Field
You fire it anytime you change something on the server side. Typicall that is based upon pushing a GUI button. In your case anytime you update your Steam value or something else.
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[1.7.2] Damage after Portal
Dragonisser, I've got a custom Teleporter. That line of code is from it. I just pulled out the lines of code that impact where the playere is at and when they transfer. It works great. I even have the screen wobble with the right colors for my portal colors and entry timers working perfectly. The only problem is that about every other time, the player acts like he got hit with damage, jumps and makes the hurt noise. No damage received though. Sometimes this moves him out into lava though. I'm teleporting him into the east most or north most portal block. I'm starting to wonder if I should teleport him to the open air spot just outside the portal block. Thoughts?
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Syncing Tile Entity Field
good spot Brandon
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Syncing Tile Entity Field
Put a print in the read/write nbt calls and the getdescription and onpackets calls. Also some to the updateentity to tell where it exits and how. Lastly, you didn't add enough @Override. Add it to every single fuction you are overwriting to see if one of them pops up and error and tells you that class doesn't exists in tilenentity.
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Syncing Tile Entity Field
It doesn't matter if the super calls are at the beginning or the end in this case.
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[SOLVED] 1.7.2 Models and Rendering mob creation
When you made the model in Tecne, leave the exture the default size. Shift the graphics around as needed so they have a unique spot on the graphic spot in uppper right corner. Save the file to .png at the same batch as you export the java. Use that .png in your mod and see if the skin takes. If it does, then you are set. If not, the problem is your code not how you are doing Tecne. If it does work, you can scale the skin. For example if the skin is 64x32 you can double it to 128x64 in Gimp. Be sure to set it so it straight scales it and not the cubit junk where it will add stuff. Modify it, save it, and export it back to .png. If you want to test that look in Tecne, when you import it DO NOT Accept changing the scales or it will screw everything up. Good luck.
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Syncing Tile Entity Field
For your packet description, I noticed a 1 where i have a zero. You might check the significance of that. Also, you should start using @Override to make sure you didn't type a name or something wrong. In what I shared, it is set to only accept packets from the server to the client. That was just based on what I was using it for. Could you describe what isn't working. Have you put log markers in to see what part of the code actually happens versus what doesn't?
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[1.7.2] mob that gives light [Solved]
saxon564, I think he is trying to do something different. It looks like he is trying to render light, not actaully have light.
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[SOLVED] [1.7.2] Deactivate deathmessages?
Are you sure "slain" is going to catch all of them? I don't think that word is in there for falling, suffocating, burning, exploding, ect.
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[1.7.2][SOLVED] Item that slowly poisons the player.
Correct me if I'm wrong diesienben07, but that is only called if it is in the player's inventory, not if they are wearing it. I ran into that on a peice of armor I was working on. I can't tell from the description if he plans on making it wearable or not.
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[SOLVED] [1.7.2] Deactivate deathmessages?
Easiest way is probably using some of the Forge Events. There are some entitydeath events, but a quick look didn't reveal to me any messages. You might look deeper. There is also a ServerChatEvent that you could intercept and delete if it is a death message. Again, you will have to look at how you would determine it is a death message.
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[1.6.4] teleport(Entity entity, double x, double y, double z, int dimension)
I don't know the solution to your issue, but I'll end up working on it soon too. I've got a portal system setup that works with the screen wobble, effect, delay time to port, any size, ect. I'm currently fighting the player acting like it has damage after teleport. Once I get that fixed, i'll loook at riding entities as well. My question for you is on your code. Why the choice of ((EntityPlayerMP)entity).setPositionAndUpdate(x, y, z); vs. entity.setLocationAndAngles(x, y, z, entity.rotationYaw, entity.rotationPitch); I'm wondering if I change that on mine if it will solve the issue.
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[1.7.2] Damage after Portal
I tried it after and it did nothing. The player kept the same coordinates from the old dimension. Do I have to delay the movement request a tick or something?
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