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Alanzote

Forge Modder
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    Developper of [REDACTED] - Info soon.

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  1. Yeah, I noticed. It is jus a matter for implementing my own message then, I did it before. I was wondering if there was another way without the use of messages, but, there isn't. Thanks for the help, Alanzote
  2. Uh... I am unable to find a function to sync the data. According to eclipse, the notify() and notifyAll() (java.lang.Object.class) have no parameters and no return values.
  3. Slowness 7 worked, but it adds an effect in the screen, which, kind of removes the seen particle effects that the tileentity spawns. The notifyBlockUpdate() function does not exist, there is a notify() and notifyAll() function, but I don't think I understand what those do.
  4. I got to keep 1 variable synced in the client and in the server, I forgot how to do that Edit: Networking messages?
  5. I've been looking on a way to "stun" the player. I created this tile entity that teleports players around, however, it takes a while to "cast" in order to teleport, is there any way to keep the player from moving during this "cast"? EDIT: It takes a while to transport the player because of the nice sound it has Thanks, Alanzote.
  6. I looked at the code and it is pure client side, I couldn't think on a way to transfer it to Server side, so, I am using getClosestPlayer for a workaround.
  7. One of this conditions must be returning false, I recomend debugging with System.out.prinln("String"); if (storage.getEnergyStored() > 50 || !itemstack.func_190926_b() && !((ItemStack)this.testFurnaceInv.get(0)).func_190926_b()) if (storage.getEnergyStored() > 50 && this.canSmelt())
  8. Can you post your update() method? Maybe there is something wrong with the logic.
  9. What are the values you set? Can you post a picture of the result?
  10. Are you setting the variables in the TileEntity?
  11. Hi abused_master, I don't know if that's your issue, however, when I used the furnace code in GUI, It did not work for me also. So, I changed my getScaled class to something like this. private int getCookProgressScaled(int pixels) { return (this.testFurnace.getField(0) * pixels / this.testFurnace.getField(1)); } I always use this piece of code for my progress bars, It works like a charm. Edit: make sure you typed the right values in drawGuiContainerBackgroundLayer. See if it works, Alanzote.
  12. I know it's been a long time I don't mod, but I looked at my old mod's source code and got back to developping! So, I my TileEntity needs a RayTracing for Entities that starts in the entity.pos (BlockPos) and ends 2 Blocks + in Z. But I ran in 2 problems: 1.: TileEntity class has NO RayTracing function. 2.: World class has a RayTracing function, but it is for BLOCKS ONLY. Is there any way to RayTrace for entities using a TileEntity? If no, how can I implement a way? Thanks, Alanzote. P.S.: I looked everywhere for this, but the closest I got was with getting which block the player is looking at
  13. On client side, is it only something visible in the GUI? Or are you doing something like making the block look different for all players (like show it turned on using different model, texture or particles)? In the first case, as mentioned by diesieben07 you should use container and gui handler (this creates built-in sync). In the second case, you'll need to send packet to all players. There is a bar that displays the power divided by max power.
  14. I need to have the same var on CLient/Server(client to draw power/maxpower and server to save it)
  15. I need to make them both ==, how can I do that?
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