
endershadow
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Everything posted by endershadow
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I took a look at all of the code and stuff on the github. I think it's an amazing idea. It also makes it easier to understand for those who don't understand what ? and : fully mean in java.
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When I close out of minecraft and re-open it, the gui thinks the tileentity reset the number, but I found through testing that the value didn't actually reset and it was just the gui. please help. https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/lyoko/CodeLyoko.java https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/lyoko/client/GuiSuperCalc.java https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/lyoko/entities/TileEntitySuperCalc.java
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http://paste.minecraftforge.net/view/8e973fd8
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[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
I'm still confused about what I do in the methods themselves. private void sendUpdate() { worldObj.markBlockForUpdate(xCoord, yCoord, zCoord); } @Override public Packet getDescriptionPacket() { Packet132TileEntityData packet = (Packet132TileEntityData) super.getDescriptionPacket(); NBTTagCompound tag = packet != null ? packet.customParam1 : new NBTTagCompound(); return new Packet132TileEntityData(xCoord, yCoord, zCoord, 1, tag); } @Override public void onDataPacket(INetworkManager net, Packet132TileEntityData pkt) { super.onDataPacket(net, pkt); } what do I do once I add that into my code? -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
this is kind of confusing for me so could you write show me exactly what I need to write and where? because I tend to learn what to do better from seeing it than being told what to do. Seeing an example of this being already implemented would work as well. -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
so let me make sure I understand you correctly. I need to implement IPacketHandler in the tile entity and in onDataPacket I call world.markBlockForUpdate(x, y, z). and where is getDescriptionPacket? -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
how would I do that -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
it get's updated according to the console, but the gui doesn't display it. -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
I used the player variable in onPacketData to get the sender of the packet. it isn't changing the variable of the tile entity. here's the code I have now. https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/lyoko/entities/TileEntitySuperCalc.java https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/lyoko/PacketHandler.java https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/lyoko/client/GuiSuperCalc.java -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
but there's no world variable in the file. how would I do that? -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
but how would I initialize the reference? would I do this? TileEntitySuperCalc tsc = new TileEntitySuperCalc(); tsc.xCoord = x; tsc.yCoord = y; tsc.zCoord = z; tsc.selectedSector = sector; -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
is there a way i could send a reference of the tile entity from the gui to the packet handler? -
yes, but you told it to be a certain light level based on it's meta data
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[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
sorry I meant do I send it from the GUI instead of the tile entity. now that I told the GUI to send the packet, how do I make it change the data in the tile entity? -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
I'm already sending a packet from the GUI. do i also need to send the coordinates from the GUI? -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
what I'd put in the tile entity to send the packet of the coordinates. I understand it fine, until it gets to EntityPlayer part -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
how do I send the coordinates of the tile entity? -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
I already read and did that. EDIT: I just don't know how to send it to the tile entity -
[SOLVED] changing TileEntity Values from GUI?
endershadow replied to endershadow's topic in Modder Support
how would I do that? -
In my mod my GUI has buttons, and I want to change a string in my tile entity but it doesn't change the value in the tile entity when I press the button. It also doesn't change the item in slot 1 and slot 2 because of this. https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/lyoko/entities/TileEntitySuperCalc.java https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/lyoko/client/GuiSuperCalc.java EDIT: I ended up doing something different in the end
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my mob is being animated correctly. both parts of the leg should move but only the lower part moves. https://dl.dropbox.com/u/87762025/2013-03-02_10.22.12.png[/img] here's my code public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); this.Body.rotateAngleY = f4 / (180F / (float)Math.PI); this.leg_1.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F; this.sub_leg_1.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F; this.leg_2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F; this.sub_leg_2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F; this.leg_3.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F; this.sub_leg_3.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F; this.leg_4.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F; this.sub_leg_4.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F; this.leg_5.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F; this.sub_leg_5.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F; this.leg_6.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F; this.sub_leg_6.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F; }
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I mean that you create the explosion in the tile entity. Not get the coordinates from the tile entity and then create the explosion in the block
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what if you give the block a tile entity and create the explosion from the tile entity.
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how would I get the model to be animated?