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Elix_x

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Everything posted by Elix_x

  1. So, IICons... Are used in another way: Create in your item class 2 IICon fields: one for sword texture and one for shield Remove .setTextureName Override registerICons(IIConRegister reg) In this method register IICons using icon = rg.registerIICon(); Then in getIICon method, depending on state return either swordTexture or ShieldTexture Some of method/field/class names/descriptions may not be exact, but similar to one that are...
  2. There's a working algorith, but that uses tonnns of for and if blocks, lists and methods... So in total it is not very easy...
  3. BounDing box is actuall entity zone. Collision box is box of collision, box with which player can interact... It being null, means that player goes, righ clicks and attacks through it...
  4. Ok, then as i said, public IIcon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) will help you! (for params, see /** */)
  5. net.minecraftforge.event.entity.living.LivingDropsEvent
  6. I don't really know what kind of packet use .... I suppose packet link to the chatMessage, because i wanted to send it to the server, and on the server, send it to all clients. And i will go to read some tutorials on packets, don't worry. I just wanted to know if a simple method/event will be used ..... Anyways, thanks you a lot . You don't have to send packets from server back to clients, ConfigurationManager.sendChatMsg (what you used before), if used on server, will do all work for you!!!
  7. Oooh, got you! You just have to use shield texture for sword when held... That's all!!! EDIT: public IIcon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) will help you! (usingItem is item that player is holding right click on, may be null!!!)...
  8. Now we understand, what you want to do: Hold right lcick with shield, and whiel - dcrease attack damage and render as blocking? right???
  9. One more question (probably should edit thread instead of new replies): How chunk loading for players is handled?
  10. Aaaa... What kind of packet are you using??? There are tutorials on packets that decribe everything about how they work...
  11. No, probably no... As Ernio said, it's whole different level of coding, but if you're good at java and you can sustain working with tutorials telling only parts of what need and assembling them together... Then yes, maybe you can do this... At least you will have to know: Packets, ExtendedEntityProperties, Events, PlayerRendering...
  12. Ok, so heres your problem: You are trying to send chat message to all clients from client, but server does not allow it for security reasons. Sp being merged server and client, this can happen. Mp - no. To do this, you have to use packets: button pressed -> send packet to server with all required data -> recieve packet on server and parse data -> perform action (in this case, send chat message). This model will also work on sp, without requirements of additional code...
  13. If you want your mob to explode like creeper, then why don't you extend EntityCreeper???
  14. Ok, so: 1) Where are you doing check? Please give line and class or post getting code. 2) NullPointer that is printed would also be helpfull...
  15. Sorry for bumping, but anymore ideas??? Because it's only thing that is left to fix in my mod before release... :'(
  16. Few more questions: 6) Are EntityPlayer using tickets also, or they are doing it in another way? 7) Is there any common or existing parser for ticket's zone. Because i need to know in which shape chunks must be loaded and distances to borders...
  17. Hello there, i have few questions about forge chunk loading system: 1) I there "common" way of storing information in Tickets nbt? 2) If ticket is associated to entity, does it mean that it will load chunks around this entity? 3) Is there a way to get ticket's source position? Maybe somehow via 1? 4) Is there a way of getting all chunk loaders for my dimension (including player entities)? 5) Is there a way of disabling tickets, not containing chunk loader's position, in custom dimension? I need all this, because in my dimension chunk structure is completely different, and a lot of things (including chunk loading) happen in another way... Thanks for help! If you have any questions - just ask!!!
  18. That's probably not what i'm looking for... Thanks for help, still...
  19. Also, why are you using ids??? For blocks and items??? It is depreciated and must not be used... FML will take care of correct name-id mapping and new perworld id allocation, if you will not set ids yourself!!!
  20. Call super.onItemUse instead of returning (in else block)... Please update your code, if you are wondering where is else block... Also, it could be better idea to use item fluid containers, but oh well...
  21. Oh, just remembered another reason: if i would replace blocks, tilentities would be down so, i would need to store te data too, but also, while player is outside, everything would stop working... so yeah... Any more ideas of "Changing light value of shadow of block to be displayed..."
  22. If you're not replacing the blocks with your own custom invisible block, how are you making those blocks invisible? Are you intercepting the rendering somehow? If you're not replacing the blocks with your own custom invisible block, how are you making those blocks invisible? Are you intercepting the rendering somehow? The thing is that if camera is inside zone, it must be rendered, if outside - not. If camera has glasses on and it's zone owner - yes... And mod needs to be server compatible (replacing blocks on client, next sync will break everything)... That's why i can't simply replace blocks with invisible blocks... And actually, this is the last issue that i need to fix before releasing... Oh and yes, i intercept rendring in world renderer...
  23. There are lots of them... Don't think easy to patch even using asm...
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