perromercenary00
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Everything posted by perromercenary00
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good nigths i been moving mi mod to 1.9.4 and realize than all mi extructures system is fucked up the blockStates of resulting blocks are not whats itd suspouse to be so i notice this line marked as deprecated IBlockState state = bloque.getStateFromMeta(nblkstid); and so its public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos) { return state; } @Deprecated public IBlockState withRotation(IBlockState state, Rotation rot) { return state; } @Deprecated public IBlockState withMirror(IBlockState state, Mirror mirrorIn) { return state; } i been using all of this in mi blocks, vainilla blocks seems to still using them whithout trouble but in mi blocks i set a system out and notice than is geting -1 // #################################################################################################3 /** * Convert the given metadata into a BlockState for this Block */ @Override public IBlockState getStateFromMeta(int meta) { IBlockState estado = this.getDefaultState(); System.out.println("###### Meta ="+meta); } [21:36:17] [server thread/INFO] [sTDOUT]: [mercenarymod.blocks.slab.loza00:getStateFromMeta:338]: ###### Meta =-1 [21:36:17] [server thread/INFO] [sTDOUT]: [mercenarymod.blocks.slab.loza00:getStateFromMeta:338]: ###### Meta =-1 ############################ what is replacing the deprecated methods ?? thanks for reading
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[1.8.9] [UNSOLVED] Constantly get player's hand position
perromercenary00 replied to JelloMOO's topic in Modder Support
i get an idea but do not hell know how to get data from the player render class to implement it long ago i want to help not a chicken but an entity whith fire gun aperance you can create an invisibloe entity to stay around player, and this entity every tick get the the player rotation pick and rotation yaw based on that calculate a point in the air in from of player but like a meter at front and a little to right of the player sig vector i actualy have the mathas and the skiill to create the invisble entity but never get how to get the players hand position so i could alineated this properly soo get tired and just made mi guns as items -
you will have to make it and test it so you can later discarit
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the two things can be done actualy in mi mod on 1.8 i made the bullets froom a custom arrow, but in mi mod the max fire rate is one bullet every two ticks like 600 bpm and mi shotgun shoots 25 bullets in in a single tick but in needs a leats 6 ticks to fire again in 1.9 im trying the ray trace thing actully have funtin¡onal guns but not tested enought and still need to make the guns compatible whith mi entityes if you mess whith the on update method from the arrow an doo something like @Override public void onUpdate() { super.onUpdate(); World worldIn = this.worldObj; if ((onUpdateTick % 2) == 0) { //Do stufff } onUpdateTick++; } then the arrow/bullet will travel two times faster
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[1.9] Use the vainilla spawner in custom structure
perromercenary00 replied to perromercenary00's topic in Modder Support
yea wass the upercase letter the trouble whith names, the code looks like you can set a custom nbtvalues set but until now what i try hasn work MobSpawnerBaseLogic logic = theSpawner.getSpawnerBaseLogic(); EntityZombie ez = new EntityZombie(worldIn); ez.setHeldItem(EnumHand.OFF_HAND, new ItemStack( MMAF.pistola9mm_MP5T5, 1, 3) ); //logic.func_98267_a(ez.getEntityId()); WeightedSpawnerEntity p = new WeightedSpawnerEntity( ez.getEntityData() ); logic.func_184993_a(p); logic.setEntityName("Zombie"); actually i think is more conveniet to create a custom spawnner i have someting in mind i need to test first -
[1.9] Use the vainilla spawner in custom structure
perromercenary00 replied to perromercenary00's topic in Modder Support
its like they have not set all the options for the spawner this make it harder to get probabuly i gonna end making a custom spawner and dont wanna do thath anyway where i could get the name list for all entityes i been strgin trying to get a simple zombie IBlockState mob = Blocks.mob_spawner.getDefaultState(); worldIn.setBlockState(rt.getBlockPos(), mob); TileEntityMobSpawner theSpawner = (TileEntityMobSpawner)worldIn.getTileEntity(rt.getBlockPos()); MobSpawnerBaseLogic logic = theSpawner.getSpawnerBaseLogic(); //EntityZombie ez = new EntityZombie(worldIn); //ez.setHeldItem(EnumHand.OFF_HAND, new ItemStack( MMAF.pistola9mm_MP5T5, 1, 3) ); //logic.func_98267_a(ez.getEntityId()); //WeightedSpawnerEntity p = new WeightedSpawnerEntity( ez.getEntityData() ); //logic.func_184993_a(p); logic.setEntityName("zombie"); -
[1.9] Use the vainilla spawner in custom structure
perromercenary00 posted a topic in Modder Support
good nights im triying to get to work thevainilla spawner in mi custom extructurebut dongent how to load it whith an entity and an entity whith an armour and weapons soo for now i made an item thath use entity raytrace to create the block spawner but always is pigs spawner // ############################################################################################3 /** * Called when the player stops using an Item (stops holding the right mouse * button). */ @Override public void onPlayerStoppedUsing(ItemStack stack, World worldIn, EntityLivingBase player, int timeLeft) { int conteo = 10000 - timeLeft; if (!worldIn.isRemote) { EntityPlayer playerIn = (EntityPlayer) player; ObjetoObjetivo oo = new ObjetoObjetivo(worldIn, player, 20, 1); if (oo.getHayBloque()) { RayTraceResult rt = oo.getRaytraceresult(); Vec3d ht = rt.hitVec; worldIn.spawnEntityInWorld( new EntityItem(worldIn, ht.xCoord, ht.yCoord, ht.zCoord , new ItemStack(MMAF.bala9mm, 14, 1) ) ); IBlockState mob = Blocks.mob_spawner.getDefaultState(); worldIn.setBlockState(rt.getBlockPos(), mob); } } } // #########################################################################3 //##########################333 sooo how do i load the spaawner whith an diferent entity amd how do i set custom inventory dor this entity thans for reading -
Can I get help with structures generation?
perromercenary00 replied to karurosu's topic in Modder Support
depend on the version minecraft are you working whith in 1.8 you have to play whith world-generation http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-8/world-generation/ im figuring out how to make this things in 1.9 but whith diferent aproach i wanna make a block all in one, per structure and this blocks level the ground, clear the area, genereate the structure and set the looting -
just make all the posible guns results as metadata and cxreate the recipes to mach thath
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[1.9] Whath makes the arrow entity glow in the dark ??
perromercenary00 replied to perromercenary00's topic in Modder Support
well i get it done whith render the textures glow in the dark https://gist.github.com/anonymous/dbb2b73b9dc27c7bbd3b1ab424f3ee49 but unfortunally don't solve the issue the trouble is thath sometimes the entity bullet is too dark than the red points inside the black circle becomes invisible but sometimes is pretty clear an the three red dots are perfectly visible ¿¿ someone knows how to make the render texture not afected by the surrounding lights or at least how to fix this whatever it is soo the three red dots gets perfectly visible all the time thanks for reading -
[1.9] Whath makes the arrow entity glow in the dark ??
perromercenary00 replied to perromercenary00's topic in Modder Support
for what i could understand for what read, is need to make a texture normal afected by all the elements, and then add another texture unafected over the first i been triying things (opengl knowledge practically null) to make a simple square unafected by surrounding light levels over the but whithout success -
good days i need for... reasons to now how to make a cutom entity glow i been notice than the vainilla arrows glow in the dark so i make an entity and copy paste the vainilla render, but i can't get what the flag is causing the glow, in the other side this test entity sometimes gets so dark you canno see the red dots inside the black circle its sopouse to look like this ···································· soo i wanna know how is this arrow glogwing to fix the hole darkness thanks for reading
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hi thanks like 3 weeks ago i try the same but could solve the error it shows but now pop up the opciont to convert the project to java 1.8 and resolve the underliying errors ending like this but is not loading the model is just a white big box, for testing propourses im using the arrow model exactly the yellow tipped so it must look like http://s22.postimg.org/hvhu29oz5/Pantallazo_1.png[/img] i been reading about and it seems like cosa ::new == new cosa(); but seems not posible to pass the RenderManager this way how do you solve this entidadAgujero.java https://gist.github.com/anonymous/379b026a3ec2591aa0441ffa5840b66f renderAgujero https://gist.github.com/anonymous/ef0d82f49ba11c37911773804bead0dc client proxy https://gist.github.com/anonymous/73ba2b09e1b36d5dedea4edfe026f1db thanks for reading
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goo d days well i made a simple entity and a render, and i declare them in the client proxy doing RenderingRegistry.registerEntityRenderingHandler(mercenarymod.entidades.entidadAgujero.entidadAgujero.class, new mercenarymod.entidades.entidadAgujero.renderAgujero( Minecraft.getMinecraft().getRenderManager()) ); and its works but registerEntityRenderingHandler is market as deprecated iknow i must declare it whith the other constructor public static <T extends Entity> void registerEntityRenderingHandler(Class<T> entityClass, IRenderFactory<? super T> renderFactory) this IRenderFactory class i don't get how to use it or create whatever. ############### Someone could give mi a working example of this ??
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[1.9] Play custom sound for item <SOLVED>
perromercenary00 replied to perromercenary00's topic in Modder Support
ya le soluciones good nights i fix it and it ends like this for : assets/modmercenario/sounds/pistolaFM92_disparo.ogg assets/modmercenario/sounds/pistolaFM92_reload.ogg assets/modmercenario/sounds/pistolaFM92_unload.ogg assets/modmercenario/sounds/pistolaFM92_vacia.ogg i do sound.json https://gist.github.com/anonymous/3b70a65103d263c89d08d354cd579d53 and make mi sound register class and init it in preinit() sonido.java https://gist.github.com/anonymous/d1fac5b82c549012e5c9f716324654a7 and to play the sound i do in server side double x = player.posX; double y = player.posY; double z = player.posZ; player.worldObj.playSound(null , x, y, z, sonidos.pistolaFM92_reload , SoundCategory.PLAYERS , 2.0F, 1.0F); -
[1.9] Play custom sound for item <SOLVED>
perromercenary00 replied to perromercenary00's topic in Modder Support
good nights is not working soo may i still missing something i create the class sonidos.java to register the sounds https://gist.github.com/anonymous/f4976daca96e2a9989fa88efc1cad6fa and set in mi main class preinit @EventHandler public void preInit(FMLPreInitializationEvent event) { MMMateriales.init(); MMBlocks.init(); sonidos.init(); proxy.preInit(); } well this is a simple sound example but i need to register like 50 sounds but i ask thath later when the first one works { "pistolaFM92_disparo": { "category": "record", "sounds": [ { "name": "modmercenario:sounds/pistolaFM92_disparo", "stream": true } ] } } and in the gun Item class i doo on left click it must play in the two worlds // ############################################################################################3 @Override public boolean onEntitySwing(EntityLivingBase shootingEntity, ItemStack stack) { World worldIn = shootingEntity.worldObj; double x = shootingEntity.posX; double y = shootingEntity.posY; double z = shootingEntity.posZ; if ( shootingEntity instanceof EntityPlayer) { EntityPlayer playerIn= (EntityPlayer) shootingEntity; //worldIn.playSound(x, y, z, sonidos.pistolaFM92_disparo , SoundCategory.RECORDS , 2.0F, 1.0F, true); worldIn.playSound(playerIn , x, y, z, sonidos.pistolaFM92_disparo , SoundCategory.RECORDS , 20.0F, 1.0F); } return false; } // ############################################################################################3 for what i understand if i play a sound server side ill shall play everywhere excep for mi player world?? soo i have also to play it client side if i wanna hear it ?? thanks for reading -
good nights I'm trying to add custom sounds for and item so i have sounds in ogg assets/modmercenario/sounds/pistolaFM92_reload.ogg assets/modmercenario/sounds/pistolaFM92_unload.ogg assets/modmercenario/sounds/pistolaFM92_disparo.ogg and also have sounds.json { "pistolaFM92_disparo": { "category": "player", "sounds": [ "pistolaFM92_disparo" ] }, "pistolaFM92_reload": { "category": "player", "sounds": [ "pistolaFM92_reload" ] }, "pistolaFM92_unload": { "category": "player", "sounds": [ "pistolaFM92_unload" ] } } but now sounds work as soundEvent so i been reading other post and say things like must register the three sounds in some place inside preinit using gameregistry but no i don't get how to use it //new ModelResourceLocation("sounds/pistolaFM92_reload.ogg", "sound"); //GameRegistry.register(object, name) GameRegistry.register(new ModelResourceLocation("sounds/pistolaFM92_disparo") , "pistolaFM92_disparo" ); ############ someone can give me and example on how to register a sound, and later how play it server side so it could be audible in all the clients i think sounds.json is not use anymore it is true ??
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yoo need to ItemStack inv[] = playerIn.inventory.armorInventory // #########################################################################3 public static ItemStack[] leerInventarioEntidad(Entity ent) { ItemStack inv[] = null; if (ent instanceof EntityPlayer) { EntityPlayer playerIn = (EntityPlayer) ent; // ItemStack dinv[] = playerIn.inventory.mainInventory; ItemStack dinv[] = ArrayUtils.addAll(playerIn.inventory.mainInventory, playerIn.inventory.armorInventory); dinv = ArrayUtils.addAll(dinv, playerIn.inventory.offHandInventory); for (int i = 36; i < 40; i++) { if (dinv[i] == null) { dinv[i] = new ItemStack(MMMateriales.materialesdummyNulo, 1, 0); } } return dinv; } return inv; }
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ya is rigth i change the EntityPlayer playerIn = Minecraft.getMinecraft().thePlayer; per EntityPlayer playerIn = ctx.getServerHandler().playerEntity; and now says Mundo =false ID=1 VALOR=0 ENTITYID=182 [09:38:00] [Client thread/INFO]: [CHAT] Mundo=false [09:38:00] [Client thread/INFO]: [CHAT] Es Un Cargador [09:38:00] [Client thread/INFO]: [CHAT] Es Un Cargador [09:38:00] [Client thread/INFO]: [CHAT] Boton = 0 [09:38:00] [Client thread/INFO]: [CHAT] accion = 1 [09:38:00] [Client thread/INFO]: [CHAT] tipomunicion = 2 [09:38:00] [server thread/INFO] [sTDOUT]: [mercenarymod.eventos.CambiarParametrosEnEntidades:en:23]: !!!!!!!!!! CambiarParametrosEnEntidades(false en=Player702) this ( ctx | Minecraft.getMinecraft ) thing is little hard to remeber i feel i been falling whith same stone like 3 times and what a happy coincidense the piece of the client side i wass loking long ago to make some mercenary entityes to be controled whith a item from the player client side bueno thanks
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good days i have been strugling whith anoing behaveour making a gun until i realize all the mess was caused by this issue i been using a key binds to send a package form the client to the server to change nbt values in the held item but the mesage never reache server but end in the client side to test it i set some systemOuts in the mi package Handler class to see what its getting System.out.println( "\n\nMundo ="+playerIn.getEntityWorld().isRemote+ "\nID="+ID+ " \nVALOR="+VALOR+ " \nENTITYID="+ENTITYID ); and this is what i get in the console when use the keybinds Mundo =true ID=1 VALOR=0 ENTITYID=195 [07:45:45] [server thread/INFO] [sTDOUT]: [mercenarymod.eventos.CambiarParametrosEnEntidades:en:23]: !!!!!!!!!! CambiarParametrosEnEntidades(true en=Player843) [07:45:45] [server thread/INFO] [sTDOUT]: [mercenarymod.eventos.mensajeMercenarioalServidor$Handler0$1:run:125]: Mundo =true ID=1 VALOR=3 ENTITYID=195 [07:45:46] [server thread/INFO] [sTDOUT]: [mercenarymod.eventos.CambiarParametrosEnEntidades:en:23]: !!!!!!!!!! CambiarParametrosEnEntidades(true en=Player843) [07:45:46] [server thread/INFO] [sTDOUT]: [mercenarymod.eventos.mensajeMercenarioalServidor$Handler0$1:run:125]: Mundo =true ID=1 VALOR=1 ENTITYID=195 [07:45:46] [server thread/INFO] [sTDOUT]: [mercenarymod.eventos.CambiarParametrosEnEntidades:en:23]: !!!!!!!!!! CambiarParametrosEnEntidades(true en=Player843) [07:45:46] [server thread/INFO] [sTDOUT]: [mercenarymod.eventos.mensajeMercenarioalServidor$Handler0$1:run:125]: Mundo =true ID=1 VALOR=2 ENTITYID=195 [07:45:47] [server thread/INFO] [sTDOUT]: [mercenarymod.eventos.CambiarParametrosEnEntidades:en:23]: !!!!!!!!!! CambiarParametrosEnEntidades(true en=Player843) [07:45:47] [server thread/INFO] [sTDOUT]: [mercenarymod.eventos.mensajeMercenarioalServidor$Handler0$1:run:125]: Mundo =true ID=1 VALOR=4 ENTITYID=195 "Mundo =true" the data is ending in the client side not in the server i register the package class in mi main class perinit this way // send packages network = NetworkRegistry.INSTANCE.newSimpleChannel("canalM00"); network.registerMessage(mensajeMercenarioalServidor.Handler0.class, mensajeMercenarioalServidor.class, 0, Side.SERVER); network.registerMessage(mensajeMercenarioalMundo.Handler0.class, mensajeMercenarioalMundo.class, 1, Side.CLIENT); eclipśe says no error whit this part of the code, ################################ could be that forge change the way packages works, or may a bug ? this is the keyhandler in client side KeyInputHandler.java https://gist.github.com/anonymous/ec284ef42cc9afe76d91e833bb5fa285 this is the package class mensajeMercenarioalServidor.java https://gist.github.com/anonymous/d15cf44acbc608c1eb53e8162ee12c59
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momentum sounds posible until what i try was to @Override public void onUpdate(ItemStack stack, World worldIn, Entity entityIn, int itemSlot, boolean isSelected) { if (isSelected && !worldIn.isRemote) { if (entityIn instanceof EntityLivingBase) { EntityLivingBase playerIn = (EntityLivingBase) entityIn; playerIn.setActiveHand(EnumHand.MAIN_HAND); } } } but this could be // ############################################################################################3 /** * Called each tick as long the item is on a player inventory. Uses by maps * to check if is on a player hand and update it's contents. */ @Override public void onUpdate(ItemStack stack, World worldIn, Entity entityIn, int itemSlot, boolean isSelected) { if (isSelected && !worldIn.isRemote) { if (entityIn instanceof EntityLivingBase) { EntityLivingBase playerIn = (EntityLivingBase) entityIn; ItemStack offHand = playerIn.getHeldItem(EnumHand.OFF_HAND); ItemStack mainHand = playerIn.getHeldItem(EnumHand.MAIN_HAND); if ( mainHand != null && mainHand.getItem() instanceof cargadorMercenario00 ) { int conteo = playerIn.getEntityData().getInteger("conteoMain"); mainHand.getItem().onUsingTick(mainHand, playerIn, mainHand.getMaxItemUseDuration() - conteo ); conteo ++; playerIn.getEntityData().setInteger("conteoMain", conteo); } } } } // ############################################################################################3 i have to store the values as nbttags on the player but works it seems to work the only down side could be sync it whith on render tick to make animation razonable
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hello i need to keep this itemStack active in use for 20 ticks if certain conditions meet but as you know playerIn.setActiveHand(hand); stop in the moment you release rightclick so also stops onUsingTick()method i wanna touch right click like for 4 ticks and release, but i want this item to act as i where keeping the rightClick hold per a full second this is all for an experiment I'm trying to make works the offhand item event when you have another in the main hand without having to create a new entity to keep values on // ############################################################################################3 @Override public void onUsingTick(ItemStack stack, EntityLivingBase player, int count) { count = 10000 - count; System.out.println("## count=" + count); // World worldIn = player.worldObj; // 10000 9999 9998 9997 9996 if (count < 9997) { if (count == 9996) { } if ((count % 2) == 0) { } if ((count % 2) == 0) { } } } // ############################################################################################3 ### some idea thanks for reading
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well is more like it changes to activates but inmediately comes back to normal alsi if make the change here works @Override public boolean onEntitySwing(EntityLivingBase entityLiving, ItemStack itemStackIn) { World worldIn = entityLiving.worldObj; if (entityLiving instanceof EntityPlayer) { EntityPlayer playerIn = (EntityPlayer) entityLiving; ItemStack replaceItemStack = new ItemStack(MMMateriales.materialesSuspensionderedstoneActivada, 1, 0); int handi = playerIn.inventory.currentItem; chat.chatm(playerIn, "replacing the Item in MAIN_HAND"); playerIn.inventory.setInventorySlotContents(handi, replaceItemStack); } return true; } but if i made it here onItemRightClick like this @Override public ActionResult<ItemStack> onItemRightClick(ItemStack itemStackIn, World worldIn, EntityPlayer playerIn, EnumHand hand) { boolean sePudo = true; ItemStack replaceItemStack = new ItemStack(MMMateriales.materialesSuspensionderedstoneActivada, 1, 0); int handi = playerIn.inventory.currentItem; chat.chatm(playerIn, "replacing the Item in MAIN_HAND"); playerIn.inventory.setInventorySlotContents(handi, replaceItemStack); return sePudo ? new ActionResult(EnumActionResult.PASS, itemStackIn) : new ActionResult(EnumActionResult.FAIL, itemStackIn); } is curious coze its visually changing for a brief moment but comes back to normal
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Nup but i test the creative surviver and mode 2 still fail in all im using // ############################################################################################3 @Override public ItemStack onItemUseFinish(ItemStack stack, World worldIn, EntityLivingBase entityLiving) { if (!worldIn.isRemote) { if (entityLiving instanceof EntityPlayer) { ItemStack replaceItemStack = new ItemStack(MMMateriales.materialesSuspensionderedstoneActivada, 1, 0); Item comparationItem = MMMateriales.materialesSuspensionderedstone; EntityPlayer playerIn = (EntityPlayer) entityLiving; EnumHand ManoActiva = playerIn.getActiveHand(); ItemStack leftHand = playerIn.getHeldItem(EnumHand.OFF_HAND); ItemStack rightHand = playerIn.getHeldItem(EnumHand.MAIN_HAND); int hand = playerIn.inventory.currentItem; ItemStack itemstack = null; itemstack = playerIn.inventory.getStackInSlot(hand); if (ManoActiva != null && ManoActiva == EnumHand.MAIN_HAND && itemstack.getItem() == comparationItem) { chat.chatm(playerIn, "replacing the Item in MAIN_HAND"); playerIn.inventory.setInventorySlotContents(hand, replaceItemStack); //playerIn.inventory.markDirty(); } itemstack = playerIn.inventory.getStackInSlot(40); if (ManoActiva != null && ManoActiva == EnumHand.OFF_HAND && itemstack.getItem() == comparationItem) { chat.chatm(playerIn, "replacing the Item in OFF_HAND"); playerIn.inventory.setInventorySlotContents(40, replaceItemStack); //playerIn.inventory.decrStackSize(40, 1); //playerIn.inventory.markDirty(); //playerIn.inventory.inventoryChanged = true; } int playerInvZise = playerIn.inventory.getSizeInventory(); for (int i = 0; i < playerInvZise; ++i) { itemstack = playerIn.inventory.getStackInSlot(i); if (itemstack != null) { System.out.println("SLOT[" + i + "]=" + itemstack.getUnlocalizedName()); } } } } return stack; } the funny part is that i only cant'not change the selected item but i can change hatever else i want so if i made //MainHand itemstack = playerIn.inventory.getStackInSlot(hand); if (ManoActiva != null && ManoActiva == EnumHand.MAIN_HAND && itemstack.getItem() == comparationItem) { chat.chatm(playerIn, "replacing the Item in MAIN_HAND"); playerIn.inventory.setInventorySlotContents(40, replaceItemStack); //playerIn.inventory.markDirty(); } being the selected item in the right hand i can change the item in the off hand and also i can consume the item in the main hand even if its the selected using playerIn.inventory.decrStackSize(hand, 1); but is not allow to change the item in the main hand for any other if this is the selected itemStack
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if you say it becoze the lines at the begining saying private static final DataParameter <Byte> CRITICAL = EntityDataManager.<Byte>createKey(bala9mmEntity.class, DataSerializers.BYTE); private static final DataParameter<Byte> CRITICAL = EntityDataManager.<Byte>createKey(bala9mmEntity.class, DataSerializers.BYTE); private static final DataParameter<Integer> SHOOTINGID = EntityDataManager.<Integer>createKey(bala9mmEntity.class, DataSerializers.VARINT); private static final DataParameter<Integer> TARGETID = EntityDataManager.<Integer>createKey(bala9mmEntity.class, DataSerializers.VARINT); private static final DataParameter<Integer> BYNARYDATA = EntityDataManager.<Integer>createKey(bala9mmEntity.class, DataSerializers.VARINT); private static final DataParameter<Float> BALAPX = EntityDataManager.<Float>createKey(bala9mmEntity.class, DataSerializers.FLOAT); private static final DataParameter<Float> BALAPY = EntityDataManager.<Float>createKey(bala9mmEntity.class, DataSerializers.FLOAT); private static final DataParameter<Float> BALAPZ = EntityDataManager.<Float>createKey(bala9mmEntity.class, DataSerializers.FLOAT); private static final DataParameter<Float> BALAMX = EntityDataManager.<Float>createKey(bala9mmEntity.class, DataSerializers.FLOAT); private static final DataParameter<Float> BALAMY = EntityDataManager.<Float>createKey(bala9mmEntity.class, DataSerializers.FLOAT); private static final DataParameter<Float> BALAMZ = EntityDataManager.<Float>createKey(bala9mmEntity.class, DataSerializers.FLOAT); private static final DataParameter<Float> BALAPRP = EntityDataManager.<Float>createKey(bala9mmEntity.class, DataSerializers.FLOAT); private static final DataParameter<Float> BALAPRY = EntityDataManager.<Float>createKey(bala9mmEntity.class, DataSerializers.FLOAT); private static final DataParameter<Float> BALARP = EntityDataManager.<Float>createKey(bala9mmEntity.class, DataSerializers.FLOAT); private static final DataParameter<Float> BALARY = EntityDataManager.<Float>createKey(bala9mmEntity.class, DataSerializers.FLOAT); private static final DataParameter<Rotations> BALAPXYZ = EntityDataManager.<Rotations>createKey(bala9mmEntity.class, DataSerializers.ROTATIONS); private static final DataParameter<Rotations> BALAMXYZ = EntityDataManager.<Rotations>createKey(bala9mmEntity.class, DataSerializers.ROTATIONS); private static final DataParameter<Rotations> BALARPY = EntityDataManager.<Rotations>createKey(bala9mmEntity.class, DataSerializers.ROTATIONS); i du not know why. is something i take it from the entityArrow.class they declare the values in the datawacher in similar way as i declare the properties in the block class and i been experimenting whith this to know how far i can get until now looks like the limit of 32 values in the datawacher is no more a trouble for the (Rotations) i du not know whath they have in mind but i thing i could use it to replace vec3d actualy i have in mi proto bullet like 17 values in the datawacher and is working well, i only have issues with entityTracker sometimes dont spwn the client side bullet