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RadioactiveStud

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Everything posted by RadioactiveStud

  1. I did, and I can't figure out what does it.
  2. That crash report has nothing to do with creative tabs.
  3. So I am spawning a music note particle like so: this.worldObj.spawnParticle("note", this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D); But the note is always green. How to a change what color the note is?
  4. Sorry I should have been more specific. I'm putting this function that I want in the Item's class.
  5. I need a function (to put in my item's class) that gets called when the player uses the item to break a block right when he starts breaking it. I know about onBlockDestroyed() but I can't find anything for this. onStartBlockBreak() doesn't get called until right before the block is broken.
  6. Telling what code would be helpful.
  7. What should be a return portal is just a flat platform like so: Teleporter: Portal: Let me know if you need any more code. (Or you could look at the source: GitHub)
  8. Use mine if you only want the block to face north-south-east-west (like a furnace or a pumpkin). Use Jwosty's method if you want the front to be able to go up and down also (like a piston).
  9. Assuming you mean that you want the block to rotate just when you first place it down, add this code to your block's class: public void onBlockAdded(World par1World, int par2, int par3, int par4) { super.onBlockAdded(par1World, par2, par3, par4); this.setDefaultDirection(par1World, par2, par3, par4); } private void setDefaultDirection(World par1World, int par2, int par3, int par4) { if (!par1World.isRemote) { Block l = par1World.getBlock(par2, par3, par4 - 1); Block i1 = par1World.getBlock(par2, par3, par4 + 1); Block j1 = par1World.getBlock(par2 - 1, par3, par4); Block k1 = par1World.getBlock(par2 + 1, par3, par4); byte b0 = 3; if (l.func_149730_j() && !i1.func_149730_j()) b0 = 3; if (i1.func_149730_j() && !l.func_149730_j()) b0 = 2; if (j1.func_149730_j() && !k1.func_149730_j()) b0 = 5; if (k1.func_149730_j() && !j1.func_149730_j()) b0 = 4; par1World.setBlockMetadataWithNotify(par2, par3, par4, b0, 2); } } @SideOnly(Side.CLIENT) @Override public IIcon getIcon(IBlockAccess world, int x, int y, int z, int side) { return (side == world.getBlockMetadata(x, y, z)) ? this.frontIcon : this.blockIcon; }
  10. You need to tell us some things. What causes your level bar to go up? (Is it coins?). How many of those things (coins?) does it take to level up. If it's not coins, how do you get the amount of those things.
  11. I think in 1.6 it's setTextureName, not setBlockTextureName. Try that. If that doesn't work, tell us what directory you put the texture in and what modid equals.
  12. Ahh, I was doing all of that, except I was using LivingHurtEvent. Thank You sir.
  13. Okay, so. I have an event when I wear a full set of armor, drowning damage is canceled. (Like so) This works, but the red hurt effect and screen movement is still there when the damage is canceled. How do I stop that (or is there another method I should use). I know how to stop fire damage and falling damage from letting that happen, but not this.
  14. This would be very useful.
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