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Everything posted by Atijaf

  1. Perfect! Thanks:) You also helped me in my other post! Thanks again.
  2. Help me understand this please. This map associates a short with the Block, right? So that I can basically use the value inside as an id for the block, without actually changing the block id.
  3. Thanks everyone for the help and input!
  4. I am fairly new at hashMaps. I'll see what I can do!
  5. I am using a 2d array. Ex: public static short[][] Example = new short[500][16]; // Example[blockId][MetaId] = Short Number.
  6. I had a look at it and am understanding what it is doing. However, I am unsure how I would check the instance of that class if it holds the BlockPos of the block I'm breaking. Would I use a hashMap for storing them? Also, How would I go about using the variable BlockPos in a hashMap? Thanks a bunch!
  7. Thanks for a fast reply. I am aware that it does it automatically, but being able to adjust, or override the automatic IDs, would be very useful in my code.
  8. Would there be a way to change the block id of a newly created block or item?
  9. I will probably give this a go. Is WorldSaveData the same in 1.8? I'm having troubles with implementing it. Thanks:) Edit: I extended WorldSavedData and am overriding readFromNBT and writeToNBT
  10. I was wondering if there would be a way to check if a player placed a block, efficiently. Not an event that is called when a player places a block, but a variable within each block that can be set to true when a player places it down.
  11. Thanks for such a quick reply. I Implemented IExtendedEntityProperties, but am unsure how to differentiate between each instance each player has.
  12. Currently, I am testing how to store specific skill levels and xp in classes. I know this won't be saved to a file and that it will be lost on restart.(Learning this will be later) What I'm currently trying to figure out is how to store levels for each player. Right now, if I level up, everyone else does too. Would I create an instance of a class when a player joins? (This is the only thing I can think of) Feel free to ask me questions if you need clarification on what I'm trying to figure out. Any help will be greatly appreciated. Thanks
  13. I have been following a tutorial and cannot implement IPacketHandler in the "Receiving Packets" part of the tutorial The tutorial: http://www.minecraftforge.net/wiki/Advanced_Packet_Handling Has IPacketHandler been renamed or have I goofed somewhere? Thanks:)
  14. Hi there. I am trying to understand how to update variables on the server side from the client side. What I have is a tool that selects coordinates, from up to 200 blocks away, when it is right clicked. I am using rayTrace(200, 1.0f) and it is client side only and I have made sure that the server doesn't call that method. The Problem: It should get the coordinates, place it in a BlockPos Variable, and send it to the server. I don't understand fully how to send packets and what means what. My ItemClass: My Current packet handler.. I will greatly appreciate any help. Thanks:)
  15. I wasn't too sure if this was related to this topic, so I posted it here. I will make a new topic. Thank you for letting me know
  16. Great tutorial! I had a question though. I am forced to using a client side only method and it gets position of a block, then destroys it. On single player it works wonderfully, but on multiplayer it doesn't. How would I update the variable on the server side to hold the BlockPos. My code that uses the Client Side Only method
  17. package atijaf.Reinforcement.init; import net.minecraft.init.Blocks; import net.minecraftforge.event.world.BlockEvent; import net.minecraftforge.fml.common.eventhandler.EventPriority; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; public class BlockEventHandler{ @SubscribeEvent(priority=EventPriority.NORMAL, receiveCanceled=true) public void onDrops(BlockEvent.BreakEvent event){ if (event.state.getBlock() == Blocks.diamond_ore){ //drop ReinItems.diamond_shard //drop Items.diamond } } } Am I suppose to call this method from somewhere? Or is is okay to be untouched.
  18. I am still having trouble with this. Would you kindly put the corrected source code up?
  19. Could you please put the corrected code? I'm still having troubles with it. Thanks a whole lot:D
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