
TheDav1311
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I try to handle it out by myself. And for the tutorial: That's the right link for the example: https://github.com/SlimeKnights/TinkersConstruct/tree/master/src/main/java/tconstruct/util/network/packet
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I registried the Netty Packet Handler now, but the example to Implementation not exist. How i can use it now?
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The only one that i found was this: http://www.minecraftforge.net/wiki/Packet_Handling and this is a little bit old.
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And how i do this?
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I want to have a Gui with a purchasing function I get the item but when i use it it delete itself Code: public class GuiTraitorMenu extends GuiScreen { private GuiButton teleporter = new GuiButton(0, 150 , 60, 100, 20, "Teleporter 2G"); private GuiButton fakemedipack = new GuiButton(1, 150 , 100, 100, 20, "explodierender Erste Hilfe Set 3G"); public GuiTraitorMenu () { super(); } @Override public void drawScreen(int x, int y, float f) { drawDefaultBackground(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); this.mc.renderEngine.bindTexture(new ResourceLocation("minecrafttrouble:textures/gui/TraitorMenu.png")); drawTexturedModalRect((this.width - 256) / 2, (this.height - 256) *2, 0, 0, 256, 256); super.drawScreen(x, y, f); } @Override public void initGui() { this.buttonList.clear(); this.buttonList.add(teleporter); this.buttonList.add(fakemedipack); GoldCheck(); } public void actionPerformed(GuiButton button) { InventoryPlayer iv = this.mc.thePlayer.inventory; switch(button.id) { case 0: iv.addItemStackToInventory(new ItemStack(main.Teleporter)); iv.consumeInventoryItem(main.Gold);iv.consumeInventoryItem(main.Gold); GoldCheck(); case 1: iv.addItemStackToInventory(new ItemStack(main.FakeMediPack)); iv.consumeInventoryItem(main.Gold);iv.consumeInventoryItem(main.Gold);iv.consumeInventoryItem(main.Gold); GoldCheck(); break; default: } } @Override public boolean doesGuiPauseGame() { return false; } private boolean hasItemInt(Item item, int min) { InventoryPlayer iv = this.mc.thePlayer.inventory; int own = 0; for(int i = 0; i < iv.getSizeInventory(); i++) { if(iv.getStackInSlot(i) != null && iv.getStackInSlot(i).getItem() == item) { own = own + iv.getStackInSlot(i).stackSize; } } if(own >= min) { return true; } else { return false; } } private void GoldCheck() { if(hasItemInt(main.Muenze, 2)) { teleporter.enabled = true; } else { teleporter.enabled = false; } if(hasItemInt(main.Muenze, 3)) { fakemedipack.enabled = true; } else { fakemedipack.enabled = false; } } } Second Problem: if I max my Minecraft the Gui is normal but if it not about the whole screen it buggs the buttons are at the wrong position and i not see the whole Gui
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[SOLVED] [1.7.2] Deactivate deathmessages?
TheDav1311 replied to TheDav1311's topic in Modder Support
It works now: @SubscribeEvent public void entferneTodesNachricht(ClientChatReceivedEvent event) { if(event.message.getUnformattedText().contains("slain")) { event.setCanceled(true); } if(event.message.getUnformattedText().contains("cactus")) { event.setCanceled(true); } if(event.message.getUnformattedText().contains("drowned")) { event.setCanceled(true); } if(event.message.getUnformattedText().contains("blown")) { event.setCanceled(true); } if(event.message.getUnformattedText().contains("doomed")) { event.setCanceled(true); } if(event.message.getUnformattedText().contains("shot")) { event.setCanceled(true); } if(event.message.getUnformattedText().contains("burnt")) { event.setCanceled(true); } if(event.message.getUnformattedText().contains("fire")) { event.setCanceled(true); } if(event.message.getUnformattedText().contains("killed")) { event.setCanceled(true); } if(event.message.getUnformattedText().contains("escape")) { event.setCanceled(true); } if(event.message.getUnformattedText().contains("finished")) { event.setCanceled(true); } } -
[SOLVED] [1.7.2] Deactivate deathmessages?
TheDav1311 replied to TheDav1311's topic in Modder Support
I registered the EventHandler. @SubscribeEvent public void entferneTodesNachricht(ClientChatReceivedEvent event) { if(event.message.getUnformattedText().contains("slain")) { System.out.println("Hi"); } } This works but how i stop the message? -
[SOLVED] [1.7.2] Deactivate deathmessages?
TheDav1311 replied to TheDav1311's topic in Modder Support
I tried this but with no success @SubscribeEvent public void removeDeathMessage(ClientChatReceivedEvent event) { if(event.message.toString().contains("slain")) { System.out.println("Hi"); //Just to look if it works } } -
I don't want deathmessage in my mod like: Player157 was slain by Player84 Is there a way to deactivate them?
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My problem is that in the chat are always 2 different messages but i want only one In my eventhandler LivingDeathEvent Entity player = event.entity; int x = (int) event.entity.posX; int y = (int) event.entity.posY; int z = (int) event.entity.posZ; World world = event.entity.worldObj; if(player instanceof EntityPlayer) { world.setBlock(x, y, z, main.corpse); TileEntityCorpse te = (TileEntityCorpse)world.getTileEntity(x, y, z); te.setPlayer(((EntityPlayer) player).getCommandSenderName()); te.setTeam(((EntityPlayer) player).getTeam().getRegisteredName()); if(event.source.getEntity() instanceof EntityPlayer) te.setMurderer(event.source.getEntity().getCommandSenderName()); [...] } In the block class @Override public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer Eplayer, int par6, float par7, float par8, float par9) { TileEntityCorpse te = (TileEntityCorpse )world.getTileEntity(x, y, z); String player = te.player; String team = te.team; Eplayer.addChatMessage(new ChatComponentTranslation(player + " was a " + team)); //System.out.println(player + " " + team + " " + te.murderer); return true; } In the TileEntity public String player; public String team; public String murderer; public TileEntityCorpse() { player = "Steve"; //Just fillers team = "Notch's Slaves"; mörder = "Herobrine"; } public void setPlayer(String player) { this.player = player; } public void setTeam(String team) { this.team = team; } public void setMurderer(String murderer) { this.murderer = murderer; } @Override public void readFromNBT(NBTTagCompound par1NBTTagCompound) { super.readFromNBT(par1NBTTagCompound); player = par1NBTTagCompound.getString("player"); team = par1NBTTagCompound.getString("team"); murderer = par1NBTTagCompound.getString("murderer"); } @Override public void writeToNBT(NBTTagCompound par1NBTTagCompound) { super.writeToNBT(par1NBTTagCompound); par1NBTTagCompound.setString("player", player); par1NBTTagCompound.setString("team", team); par1NBTTagCompound.setString(" murderer", murderer); } Chat output Steve was a Notch's Slaves Player135 was a traitor
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I want to save a String in a Block and then by activation that he return the String.
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[SOLVED] [1.7.2] How I can make an automatic chest filler
TheDav1311 replied to TheDav1311's topic in Modder Support
Thank you It works now -
[SOLVED] [1.7.2] How I can make an automatic chest filler
TheDav1311 replied to TheDav1311's topic in Modder Support
My code looks now so: for(int j = 0; j < world.loadedTileEntityList.size(); j++) { TileEntity te = (TileEntity) world.loadedTileEntityList.get(j); } but I don't know how to change now the Inventory -
[SOLVED] [1.7.2] How I can make an automatic chest filler
TheDav1311 replied to TheDav1311's topic in Modder Support
I start the round with a command : /startRound With all chest I mean all chests in the world. So, you can say fill all chests in the world with a command