drok0920
Forge Modder-
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Everything posted by drok0920
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Simple question how do i break a block through code. i dont want to just set it to air i want the particles to appear. Thanks for any help!
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i solved my own problem. It turns out i had to manually set the motion and position of my entity.
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No one has any idea why this is happening?
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If you are making a mod then you should have access to the Entity class. If your not making a mod then i do not believe this is a section for you although i do appreciate you trying to help.
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I have set it to obey gravity by calling this.setNoGravity(false); And i have provided my Entity class
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Hello I have created a projectile that that needs to obey gravity. I have made sure that i call this.setNoGravity(false); in the constructor. How ever it doesnt obey gravity. Here is my current code: package com.drok.progressiveg.entity.projectile; import com.drok.progressiveg.GunMod; import net.minecraft.entity.Entity; import net.minecraft.entity.IProjectile; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.util.math.RayTraceResult; import net.minecraft.world.World; import net.minecraftforge.fml.common.registry.IThrowableEntity; public class EntityLeadBullet extends Entity implements IThrowableEntity { public EntityLeadBullet(World worldIn) { super(worldIn); this.setSize(0.5F, 0.5F); this.setNoGravity(false); } @Override protected void entityInit() { // TODO Auto-generated method stub } @Override protected void readEntityFromNBT(NBTTagCompound compound) { // TODO Auto-generated method stub } @Override protected void writeEntityToNBT(NBTTagCompound compound) { // TODO Auto-generated method stub } protected void onHit(RayTraceResult raytraceResultIn) { } @Override public void onUpdate() { super.onUpdate(); GunMod.log("onUpdate"); } @Override public Entity getThrower() { // TODO Auto-generated method stub return null; } @Override public void setThrower(Entity entity) { } }
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Ok thank you for all the help!
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Ok so this is what i should do? EntityRegistry.registerModEntity(new ResourceLocation("modID", "leadBullet"), EntityLeadBullet.class, "leadBullet", 100, GunMod.instance, 0, 1, true); Also does id matter? (where i just temporarily put 100) like is it id within the mod or within the game.
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I "put a bloody number" where you said and i get an error because it wants a resource location not an int. EntityRegistry.registerModEntity(1000, EntityLeadBullet.class, "", 100, GunMod.instance, 0, 1, true);
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Sorry still not clear. Can you give me an example of what i put there?
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What do I use for the resource location?
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Hello again, I am making an arrow-like entity which extends EntityArrow but i can figure out how to register it. Can anyone help me?
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Yes i plan on making it more organized like the example you provided. I just wanted to get it to register first.
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Ok it worked thank you. I cant believe it was that simple of a fix.
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Hello, I have recently tried to get back into modding after the 1.12 update. I have looked at the documentation and it seems to show a new way to register items. I have followed it's instructions to the best of my ability but it still doesn't work. Can anyone tell me what im doing wrong?
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Ok thank you so much for your help.
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Ok can you give me an example on how to use block state for items? And how do i use model registry event.
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Hello, I would like to know if it is possible to load obj models to use for items/entities. Im using 1.12. If this is possible could you please inform me how to do it. Thank you, Drok
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Thanks that worked
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Hello, I am making a mod that dynamically generates different world types so I can't use the lang file to name them. So my question is: is there a way to name these world types without using the lang file? Thanks in advanced!
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[1.10] Specific spawn areas for custom world generator?
drok0920 replied to drok0920's topic in Modder Support
Sorry im confused could you explain what you mean? -
[1.10] Specific spawn areas for custom world generator?
drok0920 replied to drok0920's topic in Modder Support
Sorry if my question was confusing but i have terrai nthat looks like this: http://i1180.photobucket.com/albums/x401/Drok_/2016-07-16_18.51.59_zpss9japfrs.png[/img] And I cant figure out how to stop the player from spawning on the bedrock. -
Hello again, I am making a custom world generator that has large pillars and I find that i spawn on them more than on normal terrain. This is an issue because they are around 100 blocks away from the ground. These pillars are one whole chunk in size so my question is: is there a way to blacklist this chunks so i dont spawn in them. I know that this is a strange question but any help would be apreiciated