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starwarsmace

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Everything posted by starwarsmace

  1. Let's just pretend that didn't happen. Any examples of classes in minecraft in which opengl has been used?
  2. This is both painful and ridiculously funny at the same time. Please, type "OpenGL" into Google. Wow. I feel very stupid right now.
  3. Does that have to do with rendering?
  4. I looked some stuff about RenderPlayerEvent but I couldn't see anything documented about how to render an Item on a players arm. Can you please explain?
  5. I want to put a bandage on a players hand without the player holding it. How can I do this?
  6. Is it, else if(player.getHeldItem().getUnlocalizedName().substring(5).equals(Items.coal.getUnlocalizedName().substring(5))){num = 8;player.getHeldItem().stackSize--;} It seems to work.
  7. Hello guys. So I have a block that spawns in an item everytime you touch it with a fuel item such as coal. Also, since coal has 8 operations in a furnace I have number which I set and I set it to 8. That will spawn 8 of those items. This worked in 1.6.4. But now when Im updating its not working. Heres my code. public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float f, float g, float t){ System.out.println("Activiated"); System.out.println(player.getHeldItem()); if(player.getHeldItem() == null){num = 0;} else if(player.getHeldItem() == new ItemStack(Items.coal)){num = 8;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.log)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.log2)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.planks)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.wooden_slab)){num = 1;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.sapling)){num = 1;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Items.wooden_axe)){num = 1;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Items.wooden_pickaxe)){num = 1;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Items.wooden_hoe)){num = 1;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Items.wooden_shovel)){num = 1;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Items.wooden_sword)){num = 1;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.wooden_pressure_plate)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Items.stick)){num = 1;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.fence)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.fence_gate)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.oak_stairs)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.spruce_stairs)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.birch_stairs)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.jungle_stairs)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.jungle_stairs)){ num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.acacia_stairs)){num = 2; player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.dark_oak_stairs)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.trapdoor)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.crafting_table)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.bookshelf)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.chest)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.trapped_chest)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.daylight_detector)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.jukebox)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.noteblock)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.brown_mushroom_block)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.red_mushroom_block)){num = 2;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Items.blaze_rod)){num = 8;player.getHeldItem().stackSize--;} else if(player.getHeldItem() == new ItemStack(Blocks.coal_block)){num = 80;player.getHeldItem().stackSize--;System.out.println(num);} else if(player.getHeldItem() == new ItemStack(Items.lava_bucket)){num = 100;player.getHeldItem().stackSize--;} if(world.isRemote && num!=0) { System.out.println(num); EntityItem ei = new EntityItem(world, x, y + 1, z, new ItemStack(RottenFleshMod.cookedZombieFlesh, num)); world.spawnEntityInWorld(ei); System.out.println("DID IT"); num = 0; } return true;
  8. OHHH YEAH!!! :) I got it working!!!! I was actually updating this from 1.6.4 and it was working then. So this is what I did. I took my 1.6.4 code and replace the fuction world.rayTraceBlocks_do_do with world.rayTraceBlocks So heres my final code if anyone wants it. public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer) { float f = 1.0F; float f1 = entityplayer.prevRotationPitch + (entityplayer.rotationPitch - entityplayer.prevRotationPitch) * f; float f2 = entityplayer.prevRotationYaw + (entityplayer.rotationYaw - entityplayer.prevRotationYaw) * f; double d = entityplayer.prevPosX + (entityplayer.posX - entityplayer.prevPosX) * (double)f; double d1 = (entityplayer.prevPosY + (entityplayer.posY - entityplayer.prevPosY) * (double)f + 1.6200000000000001D) - (double)entityplayer.yOffset; double d2 = entityplayer.prevPosZ + (entityplayer.posZ - entityplayer.prevPosZ) * (double)f; Vec3 vec3d = Vec3.createVectorHelper(d, d1, d2); float f3 = MathHelper.cos(-f2 * 0.01745329F - 3.141593F); float f4 = MathHelper.sin(-f2 * 0.01745329F - 3.141593F); float f5 = -MathHelper.cos(-f1 * 0.01745329F); float f6 = MathHelper.sin(-f1 * 0.01745329F); float f7 = f4 * f5; float f8 = f6; float f9 = f3 * f5; double d3 = 5000D; Vec3 vec3d1 = vec3d.addVector((double)f7 * d3, (double)f8 * d3, (double)f9 * d3); MovingObjectPosition movingobjectposition = world.rayTraceBlocks_do_do(vec3d, vec3d1, false, true); if (movingobjectposition == null) { return itemstack; } if (movingobjectposition.typeOfHit == EnumMovingObjectType.TILE) { int i = movingobjectposition.blockX; int j = movingobjectposition.blockY; int k = movingobjectposition.blockZ; world.spawnEntityInWorld(new EntityLightningBolt(world, i, j, k)); } return itemstack; }
  9. Sorry, this didn't work either. Any other suggestions?
  10. The code. Also, I seem to have something working. public ItemStack onItemRightClick(ItemStack itemStack, World world, EntityPlayer player) { if(!world.isRemote){ Vec3 look = player.getLookVec(); MovingObjectPosition Coord = player.rayTrace(300, 1); if(Coord != null && Coord.typeOfHit == MovingObjectType.BLOCK){ EntityLightningBolt Lightning = new EntityLightningBolt(world, 1, 1, 1); Lightning.setPosition(Coord.blockX,Coord.blockY,Coord.blockZ); world.spawnEntityInWorld(Lightning); } } This works. Only, thing is lightning and fire is invisible. Should I spawn things in on if(world.isremote)? Edit: I just realized I have a vec3 in there for no reason but that shouldnt matter.
  11. Here is some code I have already got. MovingObjectPosition objectMouseOver = world.rayTraceBlocks(300, 1); //world.func_147447_a(vec3, addedVector, true, true, false); if (objectMouseOver != null && objectMouseOver.typeOfHit == MovingObjectType.BLOCK) { int i = objectMouseOver.blockX; int j = objectMouseOver.blockY; int k = objectMouseOver.blockZ; world.spawnEntityInWorld(new EntityLightningBolt(world, i, j, k)); System.out.println(objectMouseOver.blockX); System.out.println(objectMouseOver.blockY); System.out.println(objectMouseOver.blockZ); The raytrace command above doesn't work.
  12. Hello guys. So for my mod I am making a wand of lightning. I need to find out which block the player is looking at and spawn a lightning bolt there. How would I go and do that? I've seen a good deal about raytracing. But how exactly would you do this?
  13. I went and looked up raytrace and found out all about vectors and such. And after a lot of tinkering around I came up with this. public ItemStack onItemRightClick(ItemStack itemStack, World world, EntityPlayer player) { MovingObjectPosition objectMouseOver; Minecraft mc = Minecraft.getMinecraft(); objectMouseOver = mc.thePlayer.rayTrace(300, 1); if (objectMouseOver != null && objectMouseOver.typeOfHit == MovingObjectType.BLOCK) { int i = objectMouseOver.blockX; int j = objectMouseOver.blockY; int k = objectMouseOver.blockZ; world.spawnEntityInWorld(new EntityLightningBolt(world, i, j, k)); if (!world.isRemote) { Random rand=new Random(); int num=rand.nextInt(6); if(num == 1){ if(world.getBlock(i+1, j+1, k)==Blocks.air){ world.setBlock(i+1, j+1, k, Blocks.fire); } } if(num == 2){ if(world.getBlock(i, j+1, k+1)==Blocks.air){ world.setBlock(i, j+1, k+1, Blocks.fire); } } if(world.getBlock(i, j+1, k)==Blocks.air){ world.setBlock(i, j+1, k, Blocks.fire); } } } return itemStack; } It worked pretty well. Thanks for pointing me in the right direction.
  14. I will try putting the maxdamage to a negative value but can you please explain the raytrace? Edit: I put the maxdamage to a negative value and it worked. Thanks.
  15. Hello guys. So I have two questions. 1.How do I make my armor undamageable(is this a word )? 2.How would I make lightning spawn on right click. I already know how to make lightning spawn. But I don't get how you know where a player right clicks even if its 5 blocks away.
  16. Thanks. I was just sort of confused after I could do this in 1.6.
  17. So I am making a block for my mod which is in 1.7.2. This block is nothing special and it doesn't need a class of it own. In 1.6.4 modding you could just say something like "randomblock= new Block(Material.ground).setBlockName("randomblock)..." Can you not do this in 1.7 modding?
  18. If you can just paste the whole code. That would be best.
  19. Never mind I just put this in my preinit and it worked net.minecraft.client.audio.SoundManager.MUSIC_INTERVAL=1000;
  20. Thank you but where might I do this?
  21. Ok. I am not an expert but I'm pretty sure its because of server and client issues.
  22. You're going have to render it.

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