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Manslaughter777

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Everything posted by Manslaughter777

  1. Oh well if that's the case the fuse thing probably won't work either...
  2. It probably isn't... But that's what made mine work
  3. Just write this.fuse = 80 in the first constructor and it should work
  4. Show your tnt entity class. I had the same problem and had to change something in the entity class EDIT: The entity tnt class has 2 constructors, you need to write this.fuse = whatever number the other one is in the first constructor to.
  5. Some reason i keep crashing when trying to use the event. It was working at some stage but now its not... im pretty sure im doing something wrong but idk what.. The class: The crash report:
  6. Yes it is from a container. My mistake, thought is was called automatically Thnx
  7. It seems that the methods openInventory() and closeInventory() are not working. I have made it print when i open the inventory but it doesnt print anything.... The IInventory class:
  8. Thanks for the side info. If I ever need to use a position based item, i know your the guy to talk to
  9. What I mean is, I want to have like a tile entity but for an item. So when I right click the item i can put stuff in different slots. (Like a backpack sort of). Something similar to the way the villager GUI screen works... (Cause the villager screen doesn't have a tile entity)
  10. So I'm trying to make an item, once you right click it, it opens a GUI & container etc... but I don't think I can use a tile entity to store data for this (cause an item isn't a tile). Is there like an alternate tile entity for items or something? Or a way to store nbt data for the container and add slots? Thnx
  11. Like I said, you need to write your own code for this. Use IExtendedEntityProperties it's called and then use that to save the coordinates. Ok got it, thnx
  12. Umm.. This world.setSpawnLocation(x, y, z); re-sets it for the entire world. Try to set it for the player specifically. You might have to write your own code for this. That's what I want, I want it to set the spawn point in the dimension. It does do that, but whenever I restart the game or re enter the world it doesn't save the location and it "resets". however... It seems to work on the surface (it saves) but not in my dimension...
  13. Instead of saying !((BlockTeleporter) PuppletBlocks. Etc... Try !((BlockPortal) PuppletBlock etc... So pretty much change the cast from BlockTeleporter to BlockPortal If that doesnt work ill look at my portal code when I get on my pc and see why urs isn't working
  14. Ive made it so when u right click a sattelite it sets your spawn point in my dimension (not the surface!). This works fine... except after i restart the world or game the spawn point "resets". Yes, i probably need to use nbt data but how would i go about doing that in the block class? BlockSattelite:
  15. SOLVED! Simply extended ModelBiped in my render class. Looks like it was something to do with the renderEquipedItems method
  16. Tried that but didnt work but here is something I found... I make the entity drop a leather chestplate on death but it sometimes drops 2, which means that it is dropping its "worn" armor aswell. So it seems that the entity HAS armor on but I can't see it. I will try adding diamond armor to it to see if it gets more stronger. Must be some rendering issue though...
  17. All i want is for my entity to always spawn with armor. Tried addRandomArmor but doesnt work. Entity class:
  18. So create like my own version of "air"? And make it do the same as the regular air except only when inside my material?
  19. What I meant was how would I do it "in" IEEP
  20. How would I go about tracking "my" air and replicating it? (Sorry for late reply)
  21. Hmm I see... Ill try it out and see how I go. Thanks
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