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Everything posted by delpi
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Just out of curiousity, why are you damaging the item while in invenotry? What is your mod doing? Sounds like it could be intetesting.
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I've used all kind of resolutions before. Not an issue.
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Adding enchantments to an item when crafted [SOLVED]
delpi replied to KaikonX's topic in Modder Support
I have used a method similar to The_SlayerMC's and it has worked well in the past. -
How to make mob apply potion effect. [Code not working]
delpi replied to HappleAcks's topic in Modder Support
It will not have an issue if it attacks a non Player other than it won't apply the potion, but that seemed to be the goal from original post. I have used this setup many times with zero issues. -
How to make mob apply potion effect. [Code not working]
delpi replied to HappleAcks's topic in Modder Support
Try this. I might have some of the syntax wrong as I'm doing this from memory. -
Well if that was as deep as I was trying to look then no issue. However, i'm trying to find where it renders the particles from that, not spawns the flame particle. I had tried to trace that down before, but got lost on the worldAccess variable. Its probably obvious to someone else, but I can't figure out what object is being stored in that list to take the next step.
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New Twist, but it sorta makes sense. Its not only if a mob is holding the item that the moving render works, its if another player is holding it as well. The only time, it doesn't work right is if you are holding it.
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I'll give that a try. Do you remember what method generates the particles?
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Thanks for the info. Tried that though and it isn't working. Looking at the code, that boolean applies to a value called isAmbient, which is whether it comes from a beacon or a potion. Going to read through code some more, but it doesn't look like it modifies the particles.
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I was trying to figure out how to generate potion effects without the bubbles. I'm working on nightvision now, but will do others. A couple of questions: - does anyone know what specific class renders the particle effects for a potions? - does anyone know what specific class is doing the render for the nightvision effect?
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I'll give that a shot and see if anything jumps out. Thank you for the advice.
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I'll do that and see what I find, but I'm struggling with that being the cause. Also, this worked perfectly on 1.6.4. Didn't change anything. Why would it work perfect in the mobs hand but not mine in 3rd? It is basically using the same reference at that point, isn't it?
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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
This is going to be very challenging to accomplish. I haven't done this myself so I'm only guessing. What you are doing is changing how the mob's path. I think you are either going to need to modify that code universally, modify it in the entities of interest (perhaps my replacing their pathfinding task with a custom one), or do something cheesy. By cheesy I have a few untested ideas: You could make the material type of your block lava, but then you would have to do some other things inside the block to counter that. You could also place blocks above it that have no collision but are listed as a solid material. This would get challenging to maintain though. -
I've got a strange issue I can't even figure out where to look. My custom staff renders fine in a custom mob's hand, but not in mine. In particular, I have a red semi-transparent cube in the middle that bounces around to simulate a particle effect. This is true whether it is 1st person or 3rd person. Code Snipet I'm sure someone will point out there is a more efficient way to draw it and that would be appreciated, but my main interest is why does the jewel render bouncing around in a mob's hand, but doesn't even render in mine?
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you didn't really list what your problem was so I can only guess to the solution. I'm assuming the item doesn't appear in your hand. Instead of adding an itemstack to the player inventory, you should change the item in his hand.
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Couldn't he also acheive this by just extending a soil block similar to what he made instead of just Block?
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[Solved] [1.7.4] Item positioning and Particle Questions???~~
delpi replied to Pandassaurus's topic in Modder Support
Exactly. I made a custom weapon and I wanted to have particle effects in it. Essentially, a flame in the middle of a sceptre. However, I couldn't figure out how to find its coordinates. I ended up doing something cheesy and putting a few colored blocks in the middle of the sceptre and moving them around to sorta look like fire. I would much rather have it drip flames particles though. In order to do that, I need to know where the head of the sceptre is at. Sorry, if this is slightly off topic, but it was one of the original questions he asked in this thread (or at least I thought it was when I joined in). -
[Solved] [1.7.4] Item positioning and Particle Questions???~~
delpi replied to Pandassaurus's topic in Modder Support
I've done the custom entity item and made it work client side before. Any idea on how to find position of a part of your custom item while still in your hand? -
[Solved] [1.7.4] Item positioning and Particle Questions???~~
delpi replied to Pandassaurus's topic in Modder Support
I'm very interested in tracking items position in your hand. I've tried to do this and could figure it out. -
Could someone please tell me why the cause of this issue was "Material.air". When I changed it to "Material.ground", poof, everything worked fine.
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I'm sure there is an easy solution to this, but I have tried every combination of tutorials I could find and searched for every error. It is escaping me. My block is rendering in my inventory as the black/pink default when no texture is supplied. Also when i place the block, it is invisible. here is my main file npc_spawner = new NPC_Spawner(Material.air); npc_spawner.setBlockName("npc_spawner").setBlockTextureName("custom_npc:npc_spawner"); GameRegistry.registerBlock(npc_spawner, "npc_spawner"); and here is my block file public class NPC_Spawner extends Block { // Setup Variables Custom_NPC instance = Custom_NPC.instance; public NPC_Spawner(Material material) { super(material); // Set Tab this.setCreativeTab(CreativeTabs.tabBlock); } } The path to my file is E:\Desktop Drop\Forge MOD\Forge 1.7.2\src\main\resources\assets\custom_npc\textures\blocks\npc_spawner.png
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[1.6.4] Stopping the player from slowing down when using an item
delpi replied to chimera27's topic in Modder Support
Have you looked at the EntityPlayer code yet to see how it applies the lower speed effect? you just need to counter that. -
[1.7.2] Projectile that uses the shooter's model
delpi replied to Tragic Feint's topic in Modder Support
Just guessing from past work, so you need to dig through minecraft code to ensure I'm right. Make a custom EntityFX that uses a player model. On spawn you can grab the skin of the current player and assign it to the entity. All that is left after that is just to set the velocity and the time before it despawns. Look at the entityarrow code for that. If you want to go a step further with the render code, you could make it to where it can fade. Not at home so I can't provide an example, but I've made a translucent bow before. For a really cool effect you could change the opacity the further it travels for a nice fade effect. -
That method is in the right direction. Just be sure to not add the tasks that looks for something to attack. However, there is probably more to do. I think you will have to extend EntityMob to your custom entity and then set the render to be that of your passive mob or the attack functionality won't be there. After that, you should looke for the normal entity to be spawned and replace it with your custome mob. Look at the entity code for the passive you are looking for and then the entity code for a mob and you should be able to tell what to do.
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When I get home, I'll dig around and try that method. If you have a chance, could you provide an example of the working part?