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Atijaf

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Everything posted by Atijaf

  1. 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
  2. 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.
  3. Thanks for such a quick reply. I Implemented IExtendedEntityProperties, but am unsure how to differentiate between each instance each player has.
  4. 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
  5. 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:)
  6. 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:)
  7. 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.
  8. I am still having trouble with this. Would you kindly put the corrected source code up?
  9. Could you please put the corrected code? I'm still having troubles with it. Thanks a whole lot:D
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