Everything posted by starwarsmace
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[1.7.10]Would it be possible to run my forge command through bukkit
No it doesnt have to do with that. I dont want any player sending it without permission. But I do want to force the player to run it. But I can probably figure it out anyway. Actually I do have a followup question. Is it possible to make a forge command not visible in /help
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createNewTileEntity issue
lol diesieben just got proved wrong!!!!!!!! It happens to me a lot
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[1.7.10]Would it be possible to run my forge command through bukkit
If you mean that you created a command in forge then yes. As long as you have the mod installed (and a run-off version of bukkit that can run forge) then yes! Cool! And Im not going to ask about the question that I have for the actual bukkit code over here. (Dont want to get in trouble/ scolded by a mod)
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[1.8] Coding Rails
Do you want me to go and code an entity for you?
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CommandRunnermod [1.8] [1.9.4]
This mod looks very cool! And I really like the idea! Just out of curiosity, and not to copy your mod code, is it possible i can see your source to read the file?
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[1.6.4]Rotten Flesh Mod
Thats sounds like a good idea. Sorry I didnt see your post before. I might add this in.
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[1.8] Coding Rails
You can make an invisible entity. Or.. You can move the player manually with the players velocity. I would suggest doing the invisible entity unless somebody else has a better idea.
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[1.8][Solved] Custom Armor Rendering (debug vs. compiled)
What do you mean by "glitches?"
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[SOLVED][1.7.10]Cancelling Crafting?
I just want to check a normal recipe like 111, 222, 323, but I am trying to figure out a way of doing this. The recipe(3 in specific) would be the block but I cannot get the block by itself so I tried using ItemStacks. With ItemStacks however, I need to check if they are null and then it just goes downhill from there. There is no reason for you to check if its null. And heres a tutorial which you could have found in five seconds. http://www.minecraftforge.net/wiki/Crafting_and_Smelting
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createNewTileEntity issue
Can we have the full error log?
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blocks in recipies.
Okay, let me explain every bit of this to you. GameRegistry.addRecipe(new ItemStack(ITEM, QUANTITY, META-DATA), "123", "456", "789", '1', ITEM/BLOCK, etc...); ITEM = The item OR block you wish to add. QUANTITY = Amount of that item OR block. META-DATA = Meta-data of the item and or block "123", "456", "789" = Corresponding on the crafting grid. 1 = left, 2 = mid, 3 = right. Each seperate one is a new line. Ex 456 is in the middle and 789 is on the bottom. '1', ITEM/BLOCK = You need one of these for every (different) character in the recipe. The second part is the item or block it stands for. Ex: GameRegistry.addRecipe(new ItemStack(Items.stick, 3), "121", "131", "121", '1', Blocks.wood, '2', Items.diamond, '3', Items.carrot); This will make a recipe for 3 stick by using wood, diamonds, and carrots. Just place them in the order shown. The recipe to make this is now: TOP: Wood, Diamond, Wood MIDDLE: Wood, Carrot, Wood BOTTOM: Wood, Diamond, Wood You told him how to do it a bit better than me. All though I was trying to refrain from doing that and having him research it himself. I mean theres tons of tutorials for this.
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[1.8] Coding Rails
Why would you want to do this?
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blocks in recipies.
In the itemstack for the output you put the quantity of the item.
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[1.7.10]Would it be possible to run my forge command through bukkit
This might not be the right place to ask this, but is it possible to run a forge command that I made in my mod through bukkit?
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[1.7.10]Is it better to use AdvancedModelLoader or ObjModelLoader for .obj files
Ohhh... Ok that makes sense. Thanks! This will help!
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[1.7.10]Is it better to use AdvancedModelLoader or ObjModelLoader for .obj files
So I want to load to make an IItemRender. But I have one question. Is it better to use the AdvancedModelLoader which I see a lot being used. Or should I use the ObjModelLoader for loading .obj files. I dont see any tutorials using ObjModelLoader, so I thought they may be some drawback or something. So thats why im asking here.
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[1.7.10] Spawning particles under each player foots
Where does it spawn? If you just play around with the numbers you can get the right position.
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IExtendedEntityProperties not saving after death
Sorry. I hadn't looked at the comments you put after the original post. So, I went and looked at your github. All of the code was well documented and understandable. So thanks for that tutorial. Heres the link for everyone who hasn't used CoolAlias's awesome tutorials: https://github.com/coolAlias/Tutorial-1.7.10 Once Im done adding in the new network Ill test it out and tell everyone the results.
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IExtendedEntityProperties not saving after death
I already have made a packet network but then I came across your tutorial in order to learn how to send messages. You said in that tutorial, "This is the recommended way to do Packets in 1.7, it is not advised to use Netty directly, because it can cause Problems." But since I had been using Cool Alias's tutorial to make a gui for the players data he had directed me to the tutorial for packets which you said not to got to. So I made that. After I finished with that Cool Alias told us to add this for our packeting. private NBTTagCompound data; public SyncPlayerPropsPacket() {} public SyncPlayerPropsPacket(EntityPlayer player) { data = new NBTTagCompound(); // and save our player's data into it ExtendedPlayer.get(player).saveNBTData(data); } @Override public void encodeInto(ChannelHandlerContext ctx, ByteBuf buffer) { ByteBufUtils.writeTag(buffer, data); } @Override public void decodeInto(ChannelHandlerContext ctx, ByteBuf buffer) { data = ByteBufUtils.readTag(buffer); } @Override public void handleClientSide(EntityPlayer player) { if(data!=null){ ExtendedPlayer.get(player).loadNBTData(data); } } @Override public void handleServerSide(EntityPlayer player) { } My question is will this be still usable with the way you do it in your tutorial. I think so but Im just validiating before I move my code to your way. Thank you in advance. Also, now I understand what you mean about the client and the gui.
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IExtendedEntityProperties not saving after death
ARGGGGG!!! When will my repo ever be no broken. I guess that makes sense. But then why does it still show up on my gui.
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IExtendedEntityProperties not saving after death
Now I fixed it!(hopefully). Secondly, I realized something. In the proof I showed you here: I didn't actually call the NBT load method I called my own method. Im going to go and try out my load NBT function and see if you are right about that.
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[1.7.10] PlayerSleepInBedEvent delay
There are probably thousands of if statements that happen in a tick. I don't think checking with ifs on each tick would cause any lag.
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IExtendedEntityProperties not saving after death
So to find out my bug I went to Tinkers Construct source code to figure it out. What I found out was that they use the player event LivingDeathEvent where he stored the properties and he used PlayerRespawn where he used a method which he called copys the old data to the new data. Links to the source: The EventHandler: https://github.com/SlimeKnights/TinkersConstruct/blob/bd498aacb5dac71bb2658ee761a9534c24b13b04/src/main/java/tconstruct/armor/player/TPlayerHandler.java Extended Player Class: https://github.com/SlimeKnights/TinkersConstruct/blob/d0894550633f5565dbc0cf14f78a7ae6bd57c2a7/src/main/java/tconstruct/armor/player/TPlayerStats.java
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IExtendedEntityProperties not saving after death
Ok I put that in.
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IExtendedEntityProperties not saving after death
1.Sorry about that. 2. didnt change any code so the code is on the thread already. 3. Heres a github anyway. https://github.com/starwarsmace/Clash-of-Craft/ 4.And I put a println statement in onLivingUpdateEvent and it reset to 0 after I respawned or reloged. @SubscribeEvent public void onLivingUpdateEvent(LivingUpdateEvent event){ if(event.entity!=null && event.entity instanceof EntityPlayer){ ExtendedPlayer player = ExtendedPlayer.get((EntityPlayer) event.entity); System.out.println("Gold: "+player.getResources(1)); } }
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