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Hackbaellchen

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Everything posted by Hackbaellchen

  1. So, what to do? EDIT: public void onBlockClicked(World world, int x, int y, int z, EntityPlayer player) { world.playAuxSFXAtEntity(player, 1004, x, y, z, 0); }
  2. public void onBlockClicked(World world, int x, int y, int z, EntityPlayer player) { World.playAuxSFXAtEntity(player, 1004, x, y, z, 0); }
  3. this.playAuxSFXAtEntity(player, 1004, x, y, z, 0); The method is unknown.. and World.playAuxSFXAtEntity won't work..
  4. And then with the playSound event?
  5. Search in RenderBlocks(package net.minecraft.client.renderer;).Its just blocktype , like torch rails and other that kind of renderers. public boolean renderBlockBeacon(BlockBeacon par1BlockBeacon, int par2, int par3, int par4) { float f = 0.1875F; this.setOverrideBlockTexture(this.getBlockIcon(Block.glass)); this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D); this.renderStandardBlock(par1BlockBeacon, par2, par3, par4); this.renderAllFaces = true; this.setOverrideBlockTexture(this.getBlockIcon(Block.obsidian)); this.setRenderBounds(0.125D, 0.0062500000931322575D, 0.125D, 0.875D, (double)f, 0.875D); this.renderStandardBlock(par1BlockBeacon, par2, par3, par4); this.setOverrideBlockTexture(this.getBlockIcon(Block.beacon)); this.setRenderBounds(0.1875D, (double)f, 0.1875D, 0.8125D, 0.875D, 0.8125D); this.renderStandardBlock(par1BlockBeacon, par2, par3, par4); this.renderAllFaces = false; this.clearOverrideBlockTexture(); return true; } Thanks Do you know how to create a new renderBlockByRenderType?
  6. That's the beam what I'm not searching for
  7. Hey, I want to know where I find the beacon renderer code. I mean the code, which forces the glass, obsidian and the light in the middle to render correctly.. I remember seeing it somewhere, but today I don't know where it is
  8. If you destroy the normal fire, minecraft will play a sound like 'tsss'.
  9. If I now destroy the block it'll play the sound when breaking stone. I know that I can change the sounds with setStepSound but there isn't something like there is for the fire.
  10. I understood, but didn't know the correct name of the method.. @SideOnly(Side.CLIENT) public AxisAlignedBB getSelectedBoundingBoxFromPool(World world, int posX, int posY, int posZ) { return AxisAlignedBB.getAABBPool().getAABB(posX+0.0D, posY+0.0D, posZ+0.0D, posX+1.0D, posY+0.05D, posZ+1.0D); } Thanks! All works fine.
  11. That works good, but now it has a full block hitbox.. I just wanted a really small at the ground
  12. I mean with 'hitbox' the normal black borderd cube.. e.g. I'm using getSelectedBoundingBoxFromPool is this wrong? EDIT: If I now use getCollisionBoundingBoxFromPool and extend BlockFire there's still no hitbox Code:
  13. Doesn't work. And if I set the renderType to 3 without extending it'll crash.
  14. I can extend BlockFire, but there would be no hitbox..
  15. Oh ok! Thank you Now it looks like this: Do you know how to fix this?
  16. Hey, I wanted to create a fire. That's my code: When I tried destroying it (without my hitbox code) it destroyed the block below. With the hitbox code (this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.05F, 1.0F)) it is not rendered as I want it to... Thanks for help.
  17. Thank you Where do I get such an converter?
  18. Hey, I newly had a look into the minecraft village structure from houses. That's really time-consuming to create a single house. Do someone know a program which allows to transform e.g. an MCEdit save to the minecraft code? Thanks
  19. All works fine now.. Thank you
  20. I'll try it. How do I have to call it? Vanilla does this with Item.ToolMaterial
  21. Because I'm using my own Enum for the tools.. I can't extend ItemSword because it would give me an error
  22. I added it and it wasn't working..
  23. Hey, I created my own sword. If you know it from vanilla, you can't destroy blocks with e.g. a diamond sword. I couldn't find any code from vanilla which avoids this. Anyone knows?
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