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Failender

Forge Modder
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Everything posted by Failender

  1. I am not sure, but it might be that an explosion triggers LivingAttackEvent.. so in your condition you might want to check if the source is an explosion and if it is do nothing
  2. http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-forge-1-6-4-1-8-eventhandler-and
  3. http://www.minecraftforge.net/forum/index.php?topic=11560.0
  4. not sure what you mean with the hard way? You only need to write one method
  5. create your own EntityATNearstaAttackableTarget and override shouldExecute..
  6. Actually I am not sure if this works so its just an idea. Use livingupdate event. Check if the Player is walking against a log, if He des change his Position to a Position that is higher. Maybe take a look How ladders are working you could find an idea there
  7. Both that code and this thread are for 1.7.10, in which the network was still on the main thread. @TheRealMcrafter - if you're going to verbatim copy / paste code from a tutorial (you didn't even remove my comments!), it's considerate of you to write a note in the code saying where you got it from, i.e. giving credit where credit is due. Oh dammit you are right, Im sorry
  8. This example is not thread safe and might kill a server. Just so you know.
  9. your problem right now is that u are spawning the item on the client side. which is wrong because it needs to be on the server side. so if the key is pressed send a packet to the server which tells him to spawn an item at a desired location (you should transmit the location via the packet..)
  10. diesieben will be your friend http://www.minecraftforge.net/forum/index.php/topic,20135.0.html Dont forget about thread safety http://greyminecraftcoder.blogspot.com.au/2015/01/thread-safety-with-network-messages.html
  11. For using packages? THere is a nice tutorial from diesieben, pretty easy and straight forward http://www.minecraftforge.net/forum/index.php/topic,20135.0.html
  12. but then it wouldnt be a NPE
  13. Well. It took me like twenty minutes till I realized it. Happened to me too, and I am kinda experienced at coding so dont worry
  14. Nevermind. Just had a flash of wit. Take a closer look at your preInit method...... FMLInitializationEvent
  15. guess I'll also need your proxy sir
  16. show your main mod class.
  17. Which version of minecraft are you coding? Bc I got it there for 1.7 and 1.8 ..
  18. if you do so, gounter referenced libraries -> forgeSrc
  19. just look up a sourcetree tut.. there are tons of them
  20. I am using the external software sourcetree.
  21. Remove the events from your proxies. @EventHandler public void preInit(FMLPreInitializationEvent e) { proxy.preInit(e); } What belongs in your proxies is this if(event.getSide().isClient()) { ModelBakery.addVariantName(EmpiresModItems.egyptianBow, new String[] {"ep:textures/items/egyptianBow_standby.png", "ep:textures/items/egyptianBow_pulling_0.png", "ep:textures/items/egyptianBow_pulling_1.png", "ep:textures/items/egyptianBow_pulling_2.png"}); registerItem(EmpiresModItems.egyptianBow, 0, "ep:textures/items/egyptianBow_standby.png"); registerItem(EmpiresModItems.egyptianBow, 1, "ep:textures/items/egyptianBow_pulling_0.png"); registerItem(EmpiresModItems.egyptianBow, 2, "ep:textures/items/egyptianBow_pulling_1.png"); registerItem(EmpiresModItems.egyptianBow, 3, "ep:textures/items/egyptianBow_pulling_2.png"); } Read a tutorial how and why to use proxies. After thats cleaned up move back to entities
  22. I dont know why it is not working, but a Proxy is not the place to place events. You should move them to your Main modding class.
  23. I would love to See it.. Compatible for 1.8? Bc there are some New trees in there..
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