
FLUFFY2
Forge Modder-
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Everything posted by FLUFFY2
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It dosent matter. Its the same with the server world.
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You have to use ItemStack NBT's for items to save the data to them. For the player you can use IExtendedEntityProperties.
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Should (dev) Mods in a /libs folder automatically be loaded?
FLUFFY2 replied to Busti's topic in Modder Support
For mod loading you should use: Yourmod/eclipse/mods Also make sure they are "dev" versions. -
Door(only .onBlockActivated): http://pastebin.com/fNpV4NQE GUI: http://pastebin.com/PBeq1FQa Package: http://pastebin.com/RNDT76ib TE: http://pastebin.com/NDxRYGJh
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Sorry for the mess. I made a major clean so its better now. For the .serndToAll its just for testing. The actual code is .sendToServer. So the problem is something else.
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Door(only .onBlockActivated): http://pastebin.com/fNpV4NQE GUI: http://pastebin.com/PBeq1FQa Package: http://pastebin.com/RNDT76ib TE: http://pastebin.com/NDxRYGJh Thanks for helping!
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Okey, than i have a problem. I send the data to the server and change the TE data, but it becomes wierd. In my door block class i have a boolean from my TE. In my TE its false by default. So if i send the packet it becomes true. But my door not realy recognises it. In my .onBlockActivated() method its acting like true and false. I print out a message and it says false rater than true and in my code: if(boolean){ //This activates! }else{ //This also activates! } I just confused a bit right now.
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Hi there! I made a TileEntity for a door to store some data into NBT's. Now i want to set its data via a GUI so i opening the GUI in the .onBlockActivated() method. I also sends some data when im opening the GUI and i checked the data arrives. In the gui i set some more stuff and get all the data so i can send a packet to the server. Now i don't get it why if i set my TE data in a packet(Server side) its start acting wierd. The boolean is true and false at the same time, for example. NOTE: If im setting the stuff in the GUI(client only) its works, but we all know server will have no clue about the data change. So my code works, but im just failed to sync the data between client and server. My question is, what side i have to send the packet and by what method(.sendToAll or .sendToServer) will work? I tried all logic way but all of them refused to work. Im i need pakets for this, by the way? Thanks!
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FINALLY after a lot of research i got it working.
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Thats a good way, but not for me. I made a mod update detector that now finally works. If there is an update its have sends a tellraw message what you can click to bring up the mod webpage. I don't want to force the player to open up a webbrowser every time he/she join to a world. Thanks for your help trought!
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You can try to use PlayerTickEvent. Be sure to use if(event.phase == Phase.END), so your code not runs twice. But yeah, why you want to refresh the player XP every tick?
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Well im using: float scale = 1.0F; //Default size! GL11.glScalef(scale, scale, scale); You can try to use that but remember you have to scale them up before .render();
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Can you please show your render code? I might able to help you but i have to see what you have made so far.
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Hi there! I can't figure out how to make my tellraw comment to get the clickevent action and open up an url. My code so far: ICommand command = new CommandMessageRaw(); ClickEvent clickevent = new ClickEvent(Action.OPEN_URL, "http://www.google.hu"); CommandMessageRaw.func_152373_a(player, command, "Test", this.equals(clickevent)); //Im not sure about the last parameter. The message appears in the chat but its not clickable. If you can please help me. Thanks!
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OH MY GOD..... I set the paste to private and its not allowed MC to check it. Setting it to Unlisted fixed my problem.
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http://pastebin.com/raw.php?i=GVtUV8pn
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[1.7.2] looking for event when NetherPortal is Used
FLUFFY2 replied to Jacky2611's topic in Modder Support
You can try check the player pos and get the block in that pos. Then store the data if the player was in a portal block. And if the dimension change happend check if the player was in the portal block. -
[1.6.4] Crash when spawning in Custom Biome
FLUFFY2 replied to TheMoleTractor's topic in Modder Support
Try to remove (byte) and try it again. Alltrought im not sure if this is the problem. -
@f1rSt1k: Thank you your code is realy interesring and its good to learn from. Thank you! @diesieben:I tried using the raw link given by Pastebind but its the same.
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Please post this to the creators page. If you got any crash post your logs in spoiler tags. If its the mod problem we can't realy do anything about it.
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Solution: Don't set your paste in Pastebind to private otherwise MC can't read the file!
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Sorry i just switched it by accident. Thanks for telling that!
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ASM means Access Modifyer. Only for making methods public. And its for only coremod anyway. You should use Reflection. It can do what you want and its not too hard.
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Bump.
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No one knows the problem?