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SparkyFox95

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  1. the game works fine and runs on a server... its doesn't matter, about the SMG's custom sound, its getting the custom record to play mus_battle2 ....no.... the guy has actually been the most helpful out of all other tutorials I've seen, plus, theres no need for yelling at someone that spends hours of their busy life setting up a tutorial for people === Is anyone able to help? I got a feeling it has something todo with this this line; @Override public ResourceLocation getRecordResource(String name){ return new ResourceLocation(ServerMod.MOD_ID, "RECORD_Battle2");} I've tried ServerMod.Resource_Prefix...
  2. 1. because I tried without the parts I copied and that didn't work at all "mus_battle2": { "category": "master", "sounds": [ {"name":"servermod:mus_battle2", "stream": true} ], "subtitle": "Enemy appears" } } 3. I thought my smg needed that? but ok 4. that's not my main mod class, but it's neat/"organised" enough for me to understand 5. I was only following what I was told in a 1.11.2 tutorial
  3. I'm trying to make a custom record in my mod, and when insert the record into the juke box, nothing happens, nor does it say that it's playing. My mus_battle2 sound works fine with /playsound, does anyone know what I'm missing or doing wrong? http://pastebin.com/XzmAAYsa (I've added my ItemModRecord, ModSoundEvent and ModItems classes)
  4. In my EntitySMGRounds do I have to have "this.playSound(ModSoundEvent.impact, 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));" in a certain line? if I put it after the super(line 86), the sound spams, but if I have it after if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) the sound doesn't play at all (I've updated the pastebin with my entitysmgrounds class) EDIT: Fixed it! I had to protected void onHit(RayTraceResult raytraceResultIn) { super.onHit(raytraceResultIn); this.playSound(ModSoundEvent.impact, 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); Entity entity = raytraceResultIn.entityHit; if (entity != null) { float f = MathHelper.sqrt(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); int i = MathHelper.ceil((double)f * this.damage); if (this.getIsCritical()) { i += this.rand.nextInt(i / 2 + 2); } } } I've updated the pastebin again incase anyone wants to use my SMGRounds for any reason
  5. http://pastebin.com/JsTz48hV I managed to get the custom sound to play upon hitting a mob and a block/the ground, but when the SMGRounds hit the ground/block the custom sound spams
  6. I already know what variable s missing....and I know I've to call super() in the onHit method, its trying to call the right method I'm looking for that's causing the problem, I tried to explain that at the bottom of the pastebin.
  7. in my EntitySMGRounds(Custom arrow) I've been trying to add custom impact sounds, so far the custom sound plays when it hits an entity, but when I try to register the block coline SMGRound hits a block/the ground, the sound spams, and when shooting a mob, the game freezes. would anyone be able to help? http://pastebin.com/JsTz48hV EDIT: updated the pastebin, EntitySMGRounds class is at the bottom
  8. I fixed the SMG, it now fires the SMGrounds. Thank you everyone for helping! especially Kokkie
  9. umm...I can try, in the paste bin ive split the 4 logs up, but I'll try take any unnecessary stuff out the crash report
  10. that didn't work, still did the same as it was when it was private
  11. YES! that fixed the crash and made it able to /summon servermod:SMGRounds but when I do summon SMGRounds, the game crashes. I've updated my RenderSMGRounds and my ModEntities in my source code, I'll update the pastebin with the crash report and logs EDIT: Updated the pastebin with the latest crash report and logs
  12. ahh! I thought that null was a bad idea..what is it put in there? " "servermood.MOD_ID" "? Updated the pastebin with my crash report
  13. it's in that pastebin link in the OP http://pastebin.com/e8Lvrfzi oh woops, my bad, wrong logs
  14. is the cause of the crashing not got something to do with my client or common proxy or my ServerMod class?
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