
david476
Members-
Posts
238 -
Joined
-
Last visited
Everything posted by david476
-
Just read Draco's signature thingy . Should be possible (like the others not sure why but whatever). Any magic effects will have to use vanilla renderers, entities, etc... and you will have to do figure out the server python stuff, but yeah. Doable! You might want to look into: Making server side only forge mods Events Decoding input python Getting and saving strings to an external server BTW, why not teach java? Get them on their way to modding! P.S. You could instead try to figure out how to make an installer, double click and it can do it all for them!
-
How are you spawning it/ code?
-
[1.7.10]Entity disappearing on pause and going far away
david476 replied to starwarsmace's topic in Modder Support
Again, try looking at variables client and server side in different parts of code and give us your spawning code. -
Give us the full crash report.
-
[1.7.10] EntityClientPlayerMP cannot be cast to EntityPlayerMP
david476 replied to gline9's topic in Modder Support
I'd use the built in tile entity packet handling. Not near my code, so if I forget to post, PM me. -
[1.7.10]Entity disappearing on pause and going far away
david476 replied to starwarsmace's topic in Modder Support
Sounds like a renderer, nbt, server-client stuff, or onUpdate troubles. I'd spam printlns everywhere for every related variable to see if you can root out troubles. Could we also see your spawning code? -
I do t think so, but you could look into making a custom renderer that you can cause not to do anything with a variable. Just google custom renderer forge item.
-
I'm not well versed in playing sounds, I do think you might have to do it server side, but try something from: http://www.minecraftforum.net/forums/archive/tutorials/930547-tutorial-custom-sounds-and-more
-
I think that's because you're running it on the client. To do something on the server when a client event fires, use packets: http://www.minecraftforge.net/forum/index.php/topic,20135.0.html For testing, make sure everything is working with a System.out.println() command.
-
one of your init methods
-
[Solved] Help with Intellij and resources
david476 replied to SuperKamiCatbug's topic in Modder Support
And this is why eclipse is better (I guess just personal preference, but seems to have more features and support) why did you switch? -
Could you show the code + give a more detailed description of what happened?
-
Sorry for wasting your time, I'm an idiot sometimes. Left out an !this.worldObj.isRemote so it was setting the variable to ones that didn't exist at the end of the method e.g. 0.
-
I set up a datawatcher, just like I have tens of times, but for some reason this one is being weird. If the client value if printed after the datawatcher code, it looks fine, but before, it returns 0 (its a float) (like it doesn't save after the tick). When called by the renderer it is also a 0. Any ideas? HEEEEEEEEELP!!!!
-
Follow these steps: Put the event in its own class Delete "FMLCommonHandler.instance().bus().register(new KeyBindings());" Set up proxies: http://www.minecraftforge.net/wiki/Proxies (Old but looks like mine) Make a method in both proxy classes called KeyBindings (exactly same name and inputs if any) Put "FMLCommonHandler.instance().bus().register(new NameOfEventClass());" and "KeyBindings.init();" into the method in the CLIENT proxy If it doesn't work, make sure to send all classes and the crash report.
-
[1.7.10] PlayerSleepInBedEvent behaving differently on a server
david476 replied to VikeStep's topic in Modder Support
Don't unless it's a last resort. Like Diesieben said, the server runs separately whether you are in single player or multiplayer. If you try to do things client side in single player or multiplayer it won't work. Do everything except rendering and input server side! -
Could you post the crash report, it helps!
-
Sorry about that! you want (name, keynum, catagory) name = "key.yourkeyname" keynum = Keyboard.KEY_yourkey (this returns an int, I just used the number, it doesn't matter) catagory = "key.categories.yourmodname" (looks like I did it wrong, oops!) Check out this for more details: http://www.minecraftforge.net/wiki/Key_Binding
-
Fine, still its annoying
-
EXACTLY!!! God minecraft is stupid! Why does it have 2 different things! I meant I only use UUIDs so I kind of forgot about Entity IDs. (Note: I usually don't call to god about Minecraft's stupidness this often)
-
[1.7.10] PlayerSleepInBedEvent behaving differently on a server
david476 replied to VikeStep's topic in Modder Support
I think there is a block interaction even you could use, but diesieben has a great point. As a last resort, you could send a packet to the client when the event fires. -
I've saved so many things to NBT that I forgot the Entity ID could be useful, good thinking! God, why did they have to make DataWatchers noob proof...
-
Try this, worked for me! Keybindings Class: package com.deb.debmodularships; import net.minecraft.client.settings.KeyBinding; import org.lwjgl.input.Keyboard; import cpw.mods.fml.client.registry.ClientRegistry; public class ModularshipsKEYBINDS { public static KeyBinding SpeedUp; public static void init() { SpeedUp = new KeyBinding("key.SpeedUp", 201, "DEB.modularships.SpeedUp");//pg_up ClientRegistry.registerKeyBinding(SpeedUp); } } Key Event package com.deb.debmodularships; import net.minecraft.client.Minecraft; import com.deb.debmodularships.entities.EntityShipSeat; import cpw.mods.fml.common.eventhandler.SubscribeEvent; import cpw.mods.fml.common.gameevent.InputEvent; public class ModularshipsINPUT { @SubscribeEvent public void onKeyInput(InputEvent.KeyInputEvent event) { } } Call Keybind init method and "FMLCommonHandler.instance().bus().register(new ModularshipsINPUT());" from ClientProxy I basically just copied these from my mod, change all the names to whatever you want! P.S. the Event triggers for all keys, make sure to check for the one you want!