Everything posted by Animefan8888
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Animated Block not animating
Currently all I know about this is that only the first argument is used, and it is used as a multiplier on a TRSRTransformation contained in an Optional, it is used on line 534 of ModelBlockAnimation. Also I explain this(I think) in my tutorial.
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Item needs to spawn an entity but it only gives the animation for using the item.
Then you should know what @Override means and why you should have it on your methods.
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Item needs to spawn an entity but it only gives the animation for using the item.
Do you know Java?
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[1.11.2] How to display, but not trigger achievement?
What does this mean? What is happening, what do you want to happen. Is there an error? What is the error?
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Item needs to spawn an entity but it only gives the animation for using the item.
EntityArmorStand, but you are not gonna be able to pull an entity position from it. Just call setPostion on your instance of EntityEarthPaladin and pass in the appropriate x, y, z postion.
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1.12 I trying make custom fuel
Don't use GameRegistry.registerFuelHandler in your items class file override getItemBurnTime.
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Item needs to spawn an entity but it only gives the animation for using the item.
You never set the entities position.
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1.12 I trying make custom fuel
This forum doesn't just supply example code. What have you tried to do?
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What this means
This means this is no longer the reccomend way to do this, typically it tells you the other method to use. In this case override getItemBurnTime in your items class.
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Confusion with CapabilityItemHandler and sidedness
I've been there. Then you don't need to do anything on/for the client.
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Confusion with CapabilityItemHandler and sidedness
This is true. Use packets to sync your data to the client.
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Animated Block not animating
I would like to refine the tutorial and get the wording correct to simplify the tutorial before I go and do that. But that is on the list.
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Animated Block not animating
Is there a certain part that doesn't make sense so I can try to elaborate on that in my tutorial?
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Trying to learn blockstates and config files...
You haven't declared all the variants, I believe this is your problem, but I can't be sure without the log.
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Animated Block not animating
I have finished the tutorial on the Animation System here, please @diesieben07 @Draco18s @loordgek if you have time please look over my tutorial.
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TileEntity Animation System Explanation
There is a WIP PR for documentation on this that has everything that is on this tutorial, and will soon have more such as Items and Entities. Here is a link to the PR. In this tutorial I will be explaining how to use the Animation State Machine or Forge's Animation System on a TileEntity, though this can be applied to Items or Entities as well. Let's start off easy, with the code for the Block, TileEntity and the binding of the TESR. Block TileEntity TESR Binding This is where the confusion comes from for the animation system. The armature and ASM JSON files. The ASM file has it's own "grammar" which is outlined by fry, here. This is a little vague so I will try to explain this a bit more, so that it is easier to understand with what I have come to know through my own attempts at using this system. Armature File ASM File Sample BlockState File I'm sure there are typos or possibly something I have missed or not explained well enough, so I would love some feedback even on formatting issues. I will also post my raw notes on this stuff that might contain extra information.
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Trying to learn blockstates and config files...
public static final String MODID = "blockstatetraining"; does not equal "bst" Thank you Draco18s for making that evident I need sleep, but I need to finish this tutorial.
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Trying to learn blockstates and config files...
I don't believe your BlockState file is correct. You declare the forge version, and then try to use the vanilla version to define the variants.
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Trying to learn blockstates and config files...
Please post your whole log. Is your BlockState file located in assets/modid/blockstates? Does your BlockState file have the same name as your blocks registry name?
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[1.12.2] Persisting Player Capability Inventory Data
You did not read and understand the forge documentation. Also, you are using the deprecated method of registering, use the factory version.
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[1.12.2] Persisting Player Capability Inventory Data
Post your updated code and your crash report
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Model Registry Not Working, Returning Error [1.12] (SOLVED)
The best place to look is in Vanilla code, but also don't forget about the information on forge docs. Mainly in application to inventories(used capabilities). There are also many tutorials out there you can reference, but not all of them show the best practices. I'm gonna be working on my own tutorial series here soon, but first I'm gonna make a tutorial on here about the Model Animation System.
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Animated Block not animating
I have gotten my model to animate, exactly the way I wanted it to. I am unsure as to exactly how and am going to attempt to recreate this in another separate workspace. And if it works then I am going to start working on a tutorial for it. I have updated my github repo with all the new files. Here are the links to the main files. Block File TileEntity File ClientProxy Armatures File ASM File
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[1.12.2] Persisting Player Capability Inventory Data
You need to attach the capability to the Entity, not to the inventory. Also, read this documentation. It is also recommended when adding something to the players inventory gui/container you do it through tabs(the way creative tabs work, keeps intermod compatibility).
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Trying to learn blockstates and config files...
This means your blockstate file is missing a variant for the color property. Specifically "color=white". In the case of learning how blockstates work and the syntax of them look into the vanilla blockstate files, and take a look at forge's documentation of vanilla and forge blockstates. Then once you understand them I have a class that automatically makes a blockstate file for a specified block here. This is meant for blocks that have a ridiculous amount of variants like pipes.
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