Everything posted by RadioactiveStud
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		Spawning different colored music notes.
		
		I did, and I can't figure out what does it.
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		Problem with Creative Tabs(SOLVED)
		
		That crash report has nothing to do with creative tabs.
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		Spawning different colored music notes.
		
		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?
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		[1.7.2] How to check when the block starts breaking
		
		Sorry I should have been more specific. I'm putting this function that I want in the Item's class.
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		[1.7.2] How to check when the block starts breaking
		
		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.
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		[1.7.2][Dimensions] Return portal is a flat platform
		
		I will try that later.
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		[1.7.2][Dimensions] Return portal is a flat platform
		
		Telling what code would be helpful.
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		[1.7.2] Crash when trying to make a simple GUI mod
		
		I'm guessing he meant 1057.
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		[1.7.2][Dimensions] Return portal is a flat platform
		
		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)
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		[1.7.2]Rotate Block
		
		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).
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		[1.7.2]Rotate Block
		
		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; }
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		1.7.2 Custom experience bar
		
		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.
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		Block Texture Not Appearing
		
		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.
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		[Solved][1.7.2] Canceling drowning damage with no damage animation
		
		Ahh, I was doing all of that, except I was using LivingHurtEvent. Thank You sir.
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		[Solved][1.7.2] Canceling drowning damage with no damage animation
		
		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.
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		ClonePlayerEvent
		
		This would be very useful.
 
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