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Jordor

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  1. oh come on there must be a way As for the particles i don't actually care. I may do a potion effect that does exactly the same as the invisibility potion but without them. And the list, well, not a problem at all, since they are playing in the server. So the point is: how do you tell minecraft to change all textures? loading a texture pack is just too long, making a pool with them and post-rendering might be the answer. Who know about this? help much appreciated!
  2. Thank! Now i know that way is just not the adequate So now it's all about making a masive texture switch, or a render filter or something. I don't actually know what to do because i don't know enough. Can you guide me towards what kind of classes i could make use of? I will explore them, no need of a super complete tutorial
  3. Damn it no idea? I could, for example, switch every texture when affected by a potion effect, and make player invisible. How to do that without touching the original files?
  4. Hey forge community. My idea is to make a parallel dimension, but not so fast! It's not the nether or end-like cases. Here's the way i want it to work: - Exactly the same shape as overworld (thus, maybe same generator and seed) - Every block is changed to one of my mod's. -Whenever you modify the overworld, this dimension gets modified as well in the exact same way, and viceversa. Where to begin: - I thought maybe making another dimension and using an eventHandler to trigger the updating my custom dimension. - Making a complete retexturing on the overworld and drop changing when some effect is made, creating the illusion of being in another dimension. What is better? what solution makes the least impact on performace? Tell me please what do you think! thanks!
  5. What i did in my personal armar was to check "isCollided", as isAirborne did not work. Don't quote me on that but i think entities are airborne when they are hit by something that sends them to the air, like iron golems or creepers. Never tried it though.
  6. Hello. Since you got a tileEntity, you can store in it the values for the rotation of your model. Use updateEntity to change a variable called rotation (or the name you choose, usually public float). Since every tileEntity is unique, in the renderer you can import the tileEntity for xCoord, yCoord and zCoord (TileEntity tile = world.getTileEntity() and cast it to the entity you are talking about) and then take that particular rotation (tile.rotation), then aplly it to the figure you want to rotate (render.figureX(tile.rotation)). for example: TileEntity public void updateEntity() { if (!worldObj.isRemote) { } else { BatRotation += 0.05F; } } renderer
  7. SOLVED Thank you very much. This is what i added to the TileEntity: public Packet getDescriptionPacket() { NBTTagCompound nbttagcompound = new NBTTagCompound(); this.writeToNBT(nbttagcompound); return new S35PacketUpdateTileEntity(this.xCoord, this.yCoord, this.zCoord, 5, nbttagcompound); } public void onDataPacket(NetworkManager net, S35PacketUpdateTileEntity packet) { readFromNBT(packet.func_148857_g()); }
  8. Okay! thanks! gonna explore that.
  9. I got a TileEntity that has also a Container and a Gui. That said, it has only one slot and i write the contents to NBT and also read it. When i put the itemstack inside all works perfectly. But when i log out and relog in, the server seems to be working fine (things are happening) but the client is not recognising the item inside unless i open the gui. Then all the animations that depend on that item can trigger after that. Anything i missed? Packets? Sever or client only things? "!world.isRemote"? EDIT: this is the TileEntityCode. I'll explain a bit.
  10. UPDATE: when i set every armorProperties(0, 0.25, 10) it seems to absorb 1 heart (giant slime dealing 1 Heart, zombie dealing half a heart). And sometimes they deal half a heart more.
  11. Thanks for answering. You may have noticed also that the interface provides a method called "damageArmor" that says how to damage the armor instead of vanilla way. That resolves the excess damage you are talking about. Explanation: Shield absorbs ALL damage once every once in a while. Damage armor damages the itemStack only 1 point. Code here The problem is when i place a 0.2 or 0.25, no damage is absorbed and thus, it is dealt to the player, even with the 4 pieces on him (getting attacked by a giant slime). i'm trying to see why this happens right now .
  12. Well you totally got me there... only trick i imagine right now is to make the TileEntity pick up an ItemStack, set it to null and put it back in the grid the next tick once every few ticks automatically. I don't know if that is able to fire onCraftMatrixChanged. Kind of derpy but if it works...
  13. So, you mean, your craftting does not show any results unless you got enough mana? and you want that the result appears when the player gets enough mana, isn't it?
  14. Yet i don't know how this may be happening, but when i write those ArmorProperties (0,1,200) it works. But i want to recieve some damage instead of bein immortal.
  15. I don't know about Those properties yet but... a container goes with a tileEntity. I think that updateEntity (which runs every tick) can check mana as often as you want. I may have misunderstood
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