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Casual Dutchman

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About Casual Dutchman

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    Stone Miner


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    I can code, but not that good!
  1. fixed it by experimenting with the GuiInventory function and my function.
  2. Tried several setting. disable it before rendering. disable it before, enable it after enable it before. enable it before, disable it after It did not help.
  3. So this Gui is a bit more advanced. It has a representation of the clicked mob. There is one problem. When it gets night, the gui is very dark. When it it day, the gui is light, normal. *see below code for the gui file **see below package comp101.client.gui; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.GuiButton; import net.minecraft.client.gui.inventory.GuiContainer; import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.client.resources.I18n; import net.m
  4. So I did this in the Entity class in the OnUpdate methode. But It still does not work and it still says it had a potentionel memory leak
  5. So it does not change a thing. for the way I does it. if(message.code == 10){ WorldServer worldserver = (WorldServer)ctx.getServerHandler().playerEntity.worldObj; EntityTracker track = worldserver.getEntityTracker(); Entity entity = ctx.getServerHandler().playerEntity.worldObj.getEntityByID(message.entityID); EntityHireable hire = (EntityHireable)entity; hire.Backpack = -1; track.func_151247_a(entity, Core.network.getPacketFrom(message)); } I this is text from the console: [19:43:28] [Client thread/ERROR] [FML]: Detected ongoing potential memory leak. 1
  6. How can I use the EntityTracker? I'm now checking the change and it works. (checked by println()) What do I need to do when I call the sendToAll(Message)?
  7. I mean when I checked if the itemstack and then use network.sendToServer() to change the itemstack again but then use by server so the server will change the itemstack. Maybe I could also modify the Slot class, the OnSlotChanged methode. So it will send a package to the server.
  8. That is a bit of a problem. I have no clue on how to do that thing. Should I just check it and then send a package to the server telling the item is changed so the model can be changed on all clients. Would that work, gonna test it right away
  9. Can't you just create a different png with an animation of all colors. Like the portal or fire. And then use that picture as an overlay on the sword.
  10. So, i'm sending stuf through packages with the Message stuff. (followed your thread on that) But how do I tell the other clients that something has changed?
  11. Try to do it, but how do I check if an item is added to an itemstack or removed. Let me be more specific. When you right click, a gui will open. There is an slot that will need an item. When this item is placed in there, there will be something added to the model. This works fine, but when on a server, the added thing to the model does not show an other client. Ho do I check this?
  12. I have made a mob which you can give an item and then the model will change a bit. Everytime I log on to my world, that change is not shown on screen. I create a simple println() to show if the item is stored in it and it does. How can I make the World or Server render the change when starting the world.
  13. Okay I was working on some stuff and I thought let's get a player skin when renaming the mob to it. This is just the normal Biped model, so the skin server would be great. I went digging in the RenderPlayer class and found the bindTexture part. It guides me to AbstractClientPlayer via getLocationSkin() this is a dead end, because it gets a stored ResourceLocation, that is set using a methode in this class by another class. That class is neary impossible to get, because of all the func_123456_a methodes. When I look in the AbstractClientPlayer class, I can see it has a getDow
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