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endershadow

Forge Modder
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Everything posted by endershadow

  1. no problem
  2. you can look at how I did it on my mod's GitHub https://github.com/Code-Lyoko-Modding/CodeLyokoMod more specifically https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/lyoko/BlockFlowingDigitalSea.java and https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/lyoko/BlockStationaryDigitalSea.java
  3. thanks. that helped. but I still need to set up the collision boundaries and maybe make the black outline appear when your looking at any part of the model, and not just the block itself.
  4. from the looks of things, it can't find NokiaMod.java in the package nokiamod. If you show us your code we may be able to help you out a little better
  5. I know I do that, but what do I set it to.
  6. I recently made a new block that takes up a 3x3x3 block area and was wondering if anyone could help me change the collision and bounding boxes of it. It uses a custom model that is in a unique shape. https://dl.dropbox.com/u/87762025/2013-02-07_20.38.36.png[/img]
  7. IT WORKED!!!! sorry for all caps. thank you thank you thank you. I just had to add ClientRegistry.bindTileEntitySpecialRenderer(TileEntitySuperCalc.class, new RenderSuperCalc()); to the client proxy. now how do I change to collision bounds so they just take up the area that the block is in.
  8. Put the texture for it in the eclipse folder of mcp
  9. I already tried using super and it didn't work so I commented it out. And yes it would cause an infinite loop.
  10. I'm trying to make a vehicle that has 4 smaller vehicles attached to it that can be detached as needed. If anyone has seen the TV show Code Lyoko, then you might know I'm talking about the Skidbladnir. Some information on it is here http://codelyoko.wikia.com/wiki/The_Skidbladnir I hope you can help me. I already made a model for it in techne.
  11. did you register it with game registry in the main mod class? GameRegistry.registerTileEntity(TILE_ENTITY.class, "TILE_ENTITY_ID");
  12. what did you change to get it working?
  13. didn't work as I thought. just find where that method is in the other entities and copy it into your file. then it should work
  14. it's for a block. I made the model in techne and it takes up a 3x3x3 block area although it's not a cube.
  15. in the constructor do super.attackEntityAsMob(par1Entity)
  16. add a super method to it public boolean attackEntityAsMob(Entity par1Entity) { super(par1Entity) ((EntityLiving)par1Entity).addPotionEffect(new PotionEffect(Potion.wither.id, 200)); return true; }
  17. I was wondering something similar to this, I was wondering how I'd render my custom block model.
  18. so than how to I make it look like it's flowing?
  19. thanks that helped
  20. thanks. one problem, when I add FontRenderer font; it asks me to initialize it so I end up with this FontRenderer font = new FontRenderer(); but then it wants me to make that method public. if I make it public, will that make my mod a core mod? and if so, is there any way I can get around having to make it public
  21. it's this method public TileEntity createNewTileEntity(World world) { return new TileEntitySuperCalc(); }
  22. the block by default will create a tile entity. I guess you need to set something up that tells the block where the tileentity is, and then open the gui for that tileentity
  23. if I was to draw a string, it asks me to input a FontRenderer, a string, and 3 integers. what would I put fot the FontRenderer and the 3 integers FMLClientHandler.instance().getClient().ingameGUI.drawString(par1FontRenderer,par2String, par3Int, par4Int, par5int)
  24. I figured out why!!! In the onActivated method, it checks of it's valid and if so opens the gui. You need to set a variable when the block is placed and is valid and check the variable in the onActivated method

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