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HappleAcks

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Everything posted by HappleAcks

  1. Still can't get this to work. :\ Tried adding living update code to it, but it didn't help. This is strange considering the other attributes work fine.
  2. I've put it before the public void applyEntityAttributes(){ before and nothing changed.
  3. So first off the mob works fine besides this. All the other values are as intended, and everything works as intended. However, in the line this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(0.94234232343D); which is found here in my code in the Entity Class, it doesn't affect the mobs movement speed. I've spawned new ones with new eggs and everything, the other values keep updating but the movement speed won't. I am able to make it move slower by lowering the value below 0.6999D to something like 0.3333D, but if I make it higher it does nothing. public void applyEntityAttributes(){ super.applyEntityAttributes(); this.getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(5.0D); this.getEntityAttribute(SharedMonsterAttributes.followRange).setBaseValue(52.0D); this.getEntityAttribute(SharedMonsterAttributes.knockbackResistance).setBaseValue(0.0D); this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(0.94D); this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(13.0D);
  4. Yeah I forgot I had the redundant rendering and just fixed that as you replied, so it renders with the right texture and all. Only problem is he is floating in the air a bit (about his height up) and the hitbox is in the area below. Testing the fix you posted atm. Also the egg problem was I was using an old egg not the correct one. edit: Fixed Thank you so much!
  5. Wow, and someone on a previous forum was so adamant that I change that from the import net.minecraft.entity.Entity; one.. Well I changed it back and I have an interesting new issue. The model appears as two of the model stacked upon one another. Edit; Fixed, removed redundant code.
  6. Should I remove all my old methods? I tried just adding the line in and it didn't fix the invisible bug, I also tried removing all the original methods and it didn't fix it. My current render file is this: http://pastebin.com/Htfw0CQD I also am wondering, could there be an issue with my egg (it appears as normal, but maybe it is spawning the mob wrong since I changed the way the ID was done with that correction above). Here is my egg code: private static int startEntityId = 300; private void registerEntityEgg(Class<? extends Entity> entity, int primaryColor, int secondaryColor) { int id = getUniqueEntityId(); EntityList.IDtoClassMapping.put(id, entity); EntityList.entityEggs.put(id, new EntityEggInfo(id, primaryColor, secondaryColor)); } private int getUniqueEntityId() { do { startEntityId++; } while(EntityList.getStringFromID(startEntityId) != null); return startEntityId++; }
  7. The shortened version you provide has no constructor, so it won't run. Shortening it while keeping the constructor doesn't change it from being invisible either. I changed the texture to a non-existent location, however it still appears invisible and not with the white default missing texture. As for changing the model, I tried changing it to the ModelBiped but it just crashes. I'm not too keen on working with it to make it work with this model, since it won't be used afterwards.
  8. Okay so I replaced it and I added the RenderInf (accidentally removed it earlier). The mob returns to being invisible. I now have this as my event handler:
  9. It was already removed when I previously moved the mob code, as that was the only existing code in there. So the box below is all that is in the PreInt and the other one is completely empty.
  10. It's just a white cube, about half a block tall and 1x1 in length and width. Not the shape of my model.
  11. My bad, also I'm not updating a mod, I haven't worked with Minecraft in several versions. When I move the registration into there, I just get a white block as my mob.:
  12. So I tried moving the entity registry: into my: @EventHandler public void load(FMLInitializationEvent event){ *here it gets inserted* proxy.RenderInformation(); } However it doesn't seem to fix the issue.
  13. Are you referring to these to be removed (from RenderHunch.class)?: (Removing them doesn't fix the problem, but it doesn't change the situation either)
  14. Not quite sure what you mean by clean. If you mean remove, then I'm not sure how removing these render lines will make my mob appear. If you are saying fix, could you elaborate? I know there's something wrong obviously, but I don't know what. So telling me to "fix it" is pretty useless because I came here since I don't know what to fix.
  15. Everything else works though, it's only the mob that doesn't. And that isn't my whole main class, I only included the parts that have anything to do with this mob. I'm aware this main class doesn't "outsource" stuff to different files [like the registry, recipes, and whatnot] but I'm not worried about that at the moment.
  16. It's appearing though [has a shadow on the ground, circular] and making sounds, just not visible. To clarify, I'm doing this on MC 1.7 for Forge1024. It crashes with this crash report when I replace it:
  17. Crashes the mod, I also don't see why this would fix the rendering issue.
  18. I havee a super.doRenderLiving already in the file right above it.
  19. Hi, having the problem the title says. My Render file: http://pastebin.com/tgXjjG1Y The Model: http://pastebin.com/bHL9d0uw The Entity file: http://pastebin.com/LZP9B1Y5 As for the main class, mine is extensive but this is anything regarding mobs: and this is called in the client proxy public void RenderInformation(){ RenderingRegistry.registerEntityRenderingHandler(EntityIcer.class, new RenderIcer(new Hunch(), 0.5F)); }
  20. I've also got this problem and I don't know how to fix it. :\

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