Everything posted by DoorCloser
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[1.5.2.] Speciefic Mob
So... Anybody?
- [1.5.2] Mob modding
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[1.5.2.] Speciefic Mob
Hello guys. Could somebody tell me how to make a mob that: 1.Only stays on its place on which i spawned him. 2.Can attack me, but cant turn around. 3.Make an animations, wchich i set to him. Here is the code of ModelName file: Also, it can be just attacking block. Rendering block ofcourse. Anybody help?
- [1.5.2] Mob modding
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[1.5.2.] Unknown Imports
I have found some strings of code i need inside of "somebody's" code. But there is those imports. My question was: If i can, how i suppose to rename those imports to make them work perfectly for me?
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[1.5.2] Mob modding
Here is my code of EntityName file. I removed alot of tags but that thing still rotating. How to make it just non movable? Maybe it suppose to be not mob, just entity with tags of attacking?
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[1.5.2.] Unknown Imports
So, i could only get original codes from authors of mode? Or somehow else? How do i, please help.
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[1.5.2] Mob modding
Hello guys. I have more questions about modding. Now its about mob. Questions is: 1. How to make my mob standing still on one place. 2. How to make my mob not turning around ( standing still ). So he wont get from that point, i spawned him on, and only when i get close to him, he starts attack, but only from one side. Its kinda attacking tree, when you get near, it attacks. But only from one side. 3. How to make my mob immortal and not jumping out when i hit him. So its like unbreakable entity standing on place, but can attack. Please help meh
- [1.5.2.] Unknown Imports
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[1.5.2.] Unknown Imports
Hello guys. I have downloaded some code from somebody's mod. I actually just used showmycode to see its goodies. EVerything looks ok, but the imports... They are very necessery in that situation, but they are unknown: import aab; import aqx; import bs; import mg; import mk; import ml; import mp; import my; import ng; Question is: In which classes those imports can be classified( like strings about what mg means, or mp, or ng ). And how that file suppose to look. Is it Proxy file or something? Thanks for answering if you will. Can it be because of version?
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[SOLVED] [1.5.2.] Custom Mobs /w Custom Sounds.
ITS FINALLY WORKED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I HAD TO PUT MY entity's sounds FOLDER IN resources/mod/sound FOLDER!!!! YEEEEEEEEEEEEEEEAAAAAAAAAAAH!!! THANKS EVERYONE!!!! THIS PROBLEM NOW SOLVED!!!!!!!!!!!!!!!!!!!!!
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[SOLVED] [1.5.2.] Custom Mobs /w Custom Sounds.
So, @PreInit made without errors. But still no sounds. I dont know where to put them. Is it supposed to be in sound3 or newsound in resources folder? I tried to put folder newsound in minecraft.jar, nothing worked. I did something wrong again? Check my codes please: Event_Sound file: My mod file: My Entity file:
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[SOLVED] [1.5.2.] Custom Mobs /w Custom Sounds.
I know, but there was alot of changes. I was already modding for 1.5.2. When i finish my mod, i'll port it to 1.6.4. :9
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[SOLVED] [1.5.2.] Custom Mobs /w Custom Sounds.
Eclipse says; @EventHandler cannot be resolved to a type. Whats the matter? Am i suppose to type it below @Mod, or upper? Below public class or upper?
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[SOLVED] [1.5.2.] Custom Mobs /w Custom Sounds.
Look on the wiki (link above) in the tutorials list. Seriously? Wiki? There is no answers on such questions. They only giv e answers on development if so. Oh, so this page doesn't exist. Gotcha. (Despite being old, its still accurate, based on a cursory glance and my recollections of when I did it) Thanks, but i still miss understand something. Tutorial says i supposed to put MinecraftForge.EVENT_BUS.register(new HalflifeMod_EventSounds()); in @PreInit in Main.class. So it should be looks like that; Because eclipse giving me an error; Syntax Error on token "MinecraftForge", delete this token Without that string my sounds doesnt work. Can you help? I'll give you some codes; package doorcloser.modding; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.ForgeSubscribe; public class HalflifeMod_EventSounds { @ForgeSubscribe public void onSound(SoundLoadEvent event) { try { event.manager.soundPoolSounds.addSound("houndeye/bip.wav", mod_HalflifeMod.class.getResource("/resources/newsound/mob/bip.ogg")); } catch (Exception e) { System.err.println("Failed to register one or more sounds."); } event.manager.soundPoolSounds.addSound("houndeye/bip1.ogg", mod_HalflifeMod.class.getResource("/resources/newsound/mob/bip1.ogg")); event.manager.soundPoolSounds.addSound("houndeye/bip2.ogg", mod_HalflifeMod.class.getResource("/resources/newsound/mob/bip2.ogg")); event.manager.soundPoolSounds.addSound("houndeye/bip3.ogg", mod_HalflifeMod.class.getResource("/resources/newsound/mob/bip3.ogg")); }} Did i set the paths not correct? Please help,
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[SOLVED] [1.5.2.] Custom Mobs /w Custom Sounds.
Look on the wiki (link above) in the tutorials list. Seriously? Wiki? There is no answers on such questions. They only giv e answers on development if so.
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[1.5.2.] Teleporting trouble! Custom Dimension.
I already have this code. And it still does the same. Also, in overworld it generates the world, but in my dimension it isnt. I think im teleporting back and back again in a try of finding any surface. Check out this part of my code;
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[1.5.2.] Teleporting trouble! Custom Dimension.
You mean ChunkProviderHell or something different?
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[1.5.2.] Teleporting trouble! Custom Dimension.
I changed something and problem dissapeared. But now there is another. I cant stop teleporting from overworld to my dimension. I went inside portal and teleport to my dimension, and just after second teleporting back. And i even cant get out from that. Im trying to break portals, but it teleports me to new one. How to fix that? You dont need code for that actually.
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[1.5.2.] Teleporting trouble! Custom Dimension.
[shutting down internal server]. When i teleport to my custom Dimension, Minecraft crashes and gets this error. Why that could happen? If you know, please answer. Its important for me!
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setBlockHarvestLevel isnt working
Probably during update that code changed or dissapeared. Or may be you did something wrong. You just better set a big hardness and resistance for that Block. Let me explain this a little. For resistance and hardness i use that in my mod_Name file; .setHardness(8.0F) .setResistance(4.0F) The whole code for your block or ore should be looking like this i think; nameofyourblock = new BlockName(2016, "nameofyourblock ") .setUnlocalizedName("nameofyourblock ") .setHardness(8.0F) .setResistance(4.0F) .setStepSound(Block.soundStoneFootstep); GameRegistry.registerBlock(nameofyourblock , "nameofyourblock "); LanguageRegistry.addName(nameofyourblock , "Name of Your Block"); } nameofyourblock - that thing you supposed to register in the beginning of mod; public static Block nameofyourblock; 2016 - block ID. You can use much smaller ammount than this. But i think not less than 300 cuz of other MC blocks. BlockName - the whole class of your block, or ore you suppose to use. You can also change .setHardness from 8.0 to like 3.0 or 5.4. However you'd like. Same with .setResistance. I hope i helped you.
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[1.5.2.] Dimension API for MC
Hey guys. How you can probably know i'm modding right now. And i want to create my own dimension. But i dont know how, without Dimension API. I use Minecraft [1.5.2] and is there a Dimension API for MC [1.5.2]? I have searched the whole google, there was only the oldest versions.
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"could not delete Minecraft/bin/net"
Just remove net folder and it will be fine. Eclipse will compile files to it again
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[SOLVED] [1.5.2.] Custom Mobs /w Custom Sounds.
Thanks. Could you give me any tutorial on how to do that, or code? I remember something about that, but that was ModLoader. Forge is another.
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[SOLVED] [1.5.2.] Custom Mobs /w Custom Sounds.
Sound registering code? I dont have one actually. Where i suppose to put it?
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