Everything posted by starwarsmace
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Suggestions for Efficient Mod Making Please?
Is there something better about language files? Edit: Sorry didnt see Mecblader's post on this question. Edit 2: Is there anything else about lang files that is benficial besides you can have more languages?
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[1.6.4]Custom Tnt
I looked at the vanilla code and made my own block,entity,and render file but I have one problem. The tnt explodes fine but my rendering doesnt work. When the entity comes in it just doesnt appear. But I know its there because it explodes. Here is my render file: package rotten_flesh_mod; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.Block; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.entity.Render; import net.minecraft.client.renderer.texture.TextureMap; import net.minecraft.entity.Entity; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; @SideOnly(Side.CLIENT) public class RenderRottenFleshNukePrimed extends Render { private RenderBlocks blockRenderer = new RenderBlocks(); public RenderRottenFleshNukePrimed() { this.shadowSize = 0.5F; } public void renderPrimedTNT(EntityRottenFleshNukePrimed par1EntityTNTPrimed, double par2, double par4, double par6, float par8, float par9) { GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); float f2; if ((float)par1EntityTNTPrimed.fuse - par9 + 1.0F < 10.0F) { f2 = 1.0F - ((float)par1EntityTNTPrimed.fuse - par9 + 1.0F) / 10.0F; if (f2 < 0.0F) { f2 = 0.0F; } if (f2 > 1.0F) { f2 = 1.0F; } f2 *= f2; f2 *= f2; float f3 = 1.0F + f2 * 0.3F; GL11.glScalef(f3, f3, f3); } f2 = (1.0F - ((float)par1EntityTNTPrimed.fuse - par9 + 1.0F) / 100.0F) * 0.8F; this.bindEntityTexture(par1EntityTNTPrimed); this.blockRenderer.renderBlockAsItem(Block.tnt, 0, par1EntityTNTPrimed.getBrightness(par9)); if (par1EntityTNTPrimed.fuse / 5 % 2 == 0) { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_DST_ALPHA); GL11.glColor4f(1.0F, 1.0F, 1.0F, f2); this.blockRenderer.renderBlockAsItem(Block.tnt, 0, 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); } GL11.glPopMatrix(); } protected ResourceLocation func_110808_a(EntityRottenFleshNukePrimed par1EntityTNTPrimed) { return TextureMap.locationBlocksTexture; } /** * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture. */ protected ResourceLocation getEntityTexture(Entity par1Entity) { return this.func_110808_a((EntityRottenFleshNukePrimed)par1Entity); } /** * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. */ public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.renderPrimedTNT((EntityRottenFleshNukePrimed)par1Entity, par2, par4, par6, par8, par9); } }
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Minecraft elevator for your dungeon
Thanks for sharing the idea. If you can tweak it a little it can work out fine.
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[1.6.4]BetterMods
Question: What exactly does the BetterArmor add in?
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[1.6.4]Custom Tnt
Hello Im making a mod and want to add in a custom tnt but I cant find any tutorials for this. Any links or suggestions?
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[1.6.4]Making a custom firework
Well I don't exactly want the firework to burst into a bunch of particles. Instead I want it to spawn in a bunch of rotten flesh. So it would kindve be like its raining rotten flesh.
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[1.6.4]Making a custom firework
Hello. Im making a mod and I want to make a custom firework. Any ideas on how to make it?
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[1.6.4]Rotten Flesh Mod
Thanks. I hope you enjoy the mod if you're going to download it.
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[1.6.4]Making a player move
Just realized I did it twice. Silly mistake. Also I've ,never really used the Math(). So could you give me some code to work with? Thanks.
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[1.6.4]Making a player move
I tried what you said but for some reason it teleported me far up. Heres my code. player.setPositionAndUpdate(player.posX+2, player.posZ, player.posZ);
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[1.6.4]Making a player move
Ok will try this.
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[1.6.4]Making a player move
I meant teleport and no I didn't realize it won't stack but thats fine.
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[1.6.4]Making a player move
Please help!! I really need this for my mod.
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[1.6.4]Making a player move
Hello. I'm making a mod and want move over two blocks on item right click. Is there a way to do that?
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Example of Armor File?
For a whole armor set or only one?
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[1.6.4]Custom Trees
Will try these videos.
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[1.6.4]Custom Trees
1.I do you eclipse 2. What command are you talking about? The search command(Control+H) or what?
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Texture won't show.
Oh ok. I dont know then.
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[1.6.4]Custom Trees
Any idea what package its in?
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[1.6.4]Rotten Flesh Mod
This mod adds in a few items and blocks such as the rotten flesh wand of lightning,rotten flesh speed boots,and cooked zombie flesh which will make rotten flesh much more useful. For download and details go to this link. http://www.minecraftforum.net/topic/2242534-164forge-rotten-flesh-mod/
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Texture won't show.
Check in your bin\main\resources\assets\puplet\textures\blocks to check if your texture is there.
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[1.6.4]Custom Trees
Please anyone?
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[1.6.4]Custom Trees
Hello. I'm making a mod and want to make a custom tree. But I can't seem to find any good tutorials of any. If any of you know of a good one please tell me.
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[1.6.4]Making A Hostile Mob Non-Hostile
This was my code orignally public class RottenFleshWandZombieTamer extends Item{ public RottenFleshWandZombieTamer(int par1) { super(par1); } @Override public boolean itemInteractionForEntity(ItemStack itemStack,EntityPlayer player,EntityLivingBase target) { player.sendChatToPlayer(ChatMessageComponent.createFromText("Activated.")); // Run locally only if (target.worldObj.isRemote) return false; if (target instanceof EntityZombie) { player.sendChatToPlayer(ChatMessageComponent.createFromText("EntityZombie, testing task.")); EntityZombie zombie = (EntityZombie) target; EntityAITaskEntry task = (EntityAITaskEntry) zombie.targetTasks.taskEntries.get(1); if (task.action instanceof EntityAINearestAttackableTarget) { zombie.targetTasks.removeTask(task.action); } } }else{ return false; } return false; } } I changed it to this: public class RottenFleshWandZombieTamer extends Item{ public RottenFleshWandZombieTamer(int par1) { super(par1); } @Override public boolean itemInteractionForEntity(ItemStack itemStack,EntityPlayer player,EntityLivingBase target) { player.sendChatToPlayer(ChatMessageComponent.createFromText("Activated.")); // Run locally only if (target.worldObj.isRemote) return false; if (target instanceof EntityZombie) { player.sendChatToPlayer(ChatMessageComponent.createFromText("EntityZombie, testing task.")); EntityZombie zombie = (EntityZombie) target; if (zombie.targetTasks.taskEntries.size()!=0){ EntityAITaskEntry task = (EntityAITaskEntry) zombie.targetTasks.taskEntries.get(1); if (task.action instanceof EntityAINearestAttackableTarget) { zombie.targetTasks.removeTask(task.action); } } }else{ return false; } return false; } } It still doesn't work and gives me the same error. Please Help!!!
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[1.6.4]Making A Hostile Mob Non-Hostile
Please anyone?
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