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Noodly_Doodly

Forge Modder
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Everything posted by Noodly_Doodly

  1. Right now I'm making a mod that randomizes what texture the zombie uses. Whenever I launch mine craft, it's always the new one, even though I made it randomly select the skin. Any ideas on how to do this?
  2. I keep getting this error whenever I try to run my client. Exception in thread "main" java.lang.NullPointerException at net.minecraft.block.BlockFire.func_149843_e(BlockFire.java:29) at net.minecraft.init.Bootstrap.func_151354_b(Bootstrap.java:398) at net.minecraft.client.Minecraft.<init>(Minecraft.java:360) at net.minecraft.client.main.Main.main(Main.java:138) at Start.main(Start.java:11) What does it mean?
  3. Yes, opaque is true. How exactly was that constructive criticism? Sounded to me more like being completely off-topic.
  4. The setRender method has absolutely nothing to do with my question!!! My question SPECIFICALLY SAID: How to make a block that you can walk through!!!
  5. What I mean is that it still won't let me pass through it, and I also move back a little bit.
  6. Does it really matter about setRender anyway? I'm trying to figure out how to make it so that I can walk through it!
  7. BTW, even with the newer class: ================== package com.noodles.MPMod; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Blocks; import net.minecraft.item.Item; import net.minecraft.server.MinecraftServer; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockBase extends Block { public int render; public int rid = 2; public boolean opaque; public BlockBase(int render, boolean opaque) { super(Material.wood); this.render = render; this.opaque = opaque; } public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_) { return Item.getItemFromBlock(this); } public void setRender() { rid = render; } @Override public int getRenderType() { return rid; } @Override public boolean isOpaqueCube() { return opaque; } @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int wx, int wy, int wz) { return null; } } ==================== It is still not letting me pass through the block and instead making me bounce off!
  8. 1. This is a slightly older class that I accidentally uploaded 2. This is a slightly older class that I accidentally uploaded 3. This is a slightly older class that I accidentally uploaded 4. It is supposed to set the render type (which is does perfectly) 5. This is a slightly older class that I accidentally uploaded
  9. package com.noodles.MPMod; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Blocks; import net.minecraft.item.Item; import net.minecraft.server.MinecraftServer; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockBase extends Block { private static final String __OBFID = "CL_00000317"; public static int render; public static int rid = 2; public static boolean opaque; public BlockBase(int render, boolean opaque) { super(Material.wood); this.render = render; this.opaque = opaque; } public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_) { return Item.getItemFromBlock(this); } public void setRender() { rid = render; } public int getRenderType() { return rid; } public boolean isOpaqueCube() { return opaque; } }
  10. For some reason I still can't go through it, instead I bounce off a bit.
  11. Lately I have been trying to make a block that I can walk through as though it was air. I have tried isOpaqueCube and renderAsNormalBlock but they don't work. Also, the block has a custom render type. How can I make the block non-solid?
  12. Hello, Right now I am trying to add a new part to the player model. It renders fine, except for the texture. I can't figure out how to make it use an extra texture file, so instead by default it uses the head and body texture. How can I set it up to use another .png file for the extra player model part? Thanks, Noodly_Doodly
  13. I've tried using sheildBug's code, but I still can only switch the meta once. Would this have something to to with FLAG? world.setBlockMetadataWithNotify(x, y, z, metadata == 0 ? 1 : 0, FLAG) EDIT: As in what should I replace flag with?
  14. I only need the meta to change once when I right click on the block, but I need to be able to right click on the block more than once. With the previous code, once you right-clicked on the block it would be stuck in meta 0.
  15. Sorry for being away for 3 days, but now I have another question. I used the above code, but now I need it to be so that I can switch the block from metadata 0 to metadata 1 and back again an unlimited number of times. No matter where I place my "while (true) {" or "do {" 's, I still can only change the metadata once. How could I do this?
  16. Hi, How would I go about changing a block's texture on right-click by holding something or not holding anything at all in Forge 1.7.2? I can't seem to find another forum thread about this anywhere. Thanks in advance, Noodly_Doodly
  17. I am trying to make my mod a .jar so that it can be downloaded, and it wants me to decompile before recompiling and reobfuscating.
  18. Ok, I've been putting the last finishing touches on my mod before switching to 1.7.2 (or 1.7.10). When I tried to run decompile.sh, I was met by this error: I get the fact that I'm on a much older version of Forge (1.6.4 build 965) but does anybody know what this error means, and how I can fix it? I've already tried reinstalling forge twice.
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