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DarkGuardsman

Forge Modder
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Everything posted by DarkGuardsman

  1. Forge build #298 on 1.3.2 Server Installed in a fresh server.jar file No mods installed, also tested with mods installed Launched with bat script and running the server normally error seems to randomly appear as i walk around on a new or old map. Crash report, same as error log
  2. did you remember to register the GUI handler in you MainMod class, Other than that we need the error or issue you are having to help you more.
  3. think you might have renamed some packages for the normal minecraft code Exception in thread "Minecraft main thread" java.lang.NoClassDefFoundError: Lnet/minecraft/src/Block; should be net/minecraft/src/Block. Try rebuilding you mcp workspace and insert your code too make sure.
  4. this is what UE uses to detect if a wrench was used on a machines par5EntityPlayer.inventory.getCurrentItem().getItem() https://github.com/DarkGuardsman/Universal-Electricity/blob/master/src/common/universalelectricity/extend/BlockMachine.java
  5. in your block use this.setBrightness(.1f); or something close too that.
  6. Updated http://calclavia.com/forum/index.php/topic,135.0.html Added actual sign teleporter for those that don't want floor teleporter. Also balanced them a little to kill or damage a player if no exit pad is found. 50% chance to fail 10% chance to kill and %50 chance to do 10 damage
  7. Before going on i have everything rendering for my tileEntity correctly so i don't need to post code this is just a general question. So what i want to do is get the instance of the player that my TileEntity is being rendered for. This way i can change the texture of the tileEntity to give a visual aid for info linked to the player in the TileEntity. Anyone have an idea how to get the player for the Render class? Edit: Figured it out an hour after posting this. Turns out you can get the player from the the this.TileEntityRender.EntityPlayerliving. This will make a huge difference in my mods since i use team based system. Now you can tell something is going to kill you if it has a hostile texture.
  8. Your welcome, and i'm actual going to balance it a bit more. My bro's class has already started using them to teleport into peoples vaults. So you might see later a need to have a exit teleport pad to reduce the change of death. Also trying to force the chunk to load before the teleport, it works half the time. Another thing i'm working on version of the teleporter that works like Diablo3 Town Portals. It will contain a list of Portals and on right click will open a gui where you can select a portal instead of finding the coords yourself.
  9. Ya you should be able to send packet to work it out but still suggest getting it working correctly server side. Btw i think the player server side is EntityPlayerMP. Or at least that is what i have to use to teleport players.
  10. Its not too hard to mod its just getting use to how Notch coded MC that take a bit of time to learn. I think Notch and his code team spent more time hiding code than fixing it. Edit: Almost forgot this http://calclavia.com/forum/index.php/topic,135.msg679.html#msg679 <- First version is done with just a basic teleporter pad. On right click it will tp you to the target location on shift right click it opens the GUI. It also will lock to your user name for setting and the user list for teleporting. I'll add some more setting to the GUI when i reorganize it later today. Also for setting avoid telelporting between worlds, so far there is a 50% chance you actual make it alive, and 70% chance the area will be unloaded and you fall threw the map.
  11. need to make sure you actual cause the effect on the server. Avoid doing stuff on the client as much as possible.
  12. Did other world automatically though you have to find there ID # which if i'm not wrong is 0 for world 1 for Nether 2 for End. I'll add a tool later to auto collect that info your you. Also i'm about done expect a release sometime this week, i just have to test it at long range and add renders. Short range works just fine as well as GUI, I also recycled code i wrote for GreaterSecurity so you can control who can use the teleporter. I'll add a button to use the list as a ban list for public portals.
  13. i'm not 100% but this post should go into the forge support section. Also try installing just Forge into the Minecraft.jar using a clean Minecraft.jar.
  14. get your entity to save the owner's user name rather than EntityID. Then use World.getPlayerByName or something close to that to get the EntityPlayer instance.
  15. not to be a hater but use eclipse its better but most likely you still want to reinstall you mpc and run the install.bat in the forge file.
  16. might i suggest you setup a system to send packet containing server side information, info that gets update on your server(local server as well) and not client https://github.com/DarkGuardsman/GSM-Empire/tree/master/src/common/a/network
  17. I was seeing how badly you wanted it but i was going to make it anyways. Also you want it as a forge mod and not a bukkit mod right? And anything special you want about it and also it will not be a sign i'll make it look nicer Maybe a totem or teleport stone.
  18. whats it worth too you and i can make it in a day or so.
  19. here try this but it still need worked on since there is a minor issue with the render size. I think there might be another way for just item since i actual ended up using this for BlockItems. http://calclavia.com/forum/index.php/topic,55.0.html
  20. keep track of the player using a tick method and then apply effect to the player is an option. Just get all active player and find if they are wearing armor. If they are apply effects that you want, though it been a long time since i've had to get what armor a player is wearing. Since i'll be working on armor later i'll see if i can find the method use to get the equipped items.
  21. in the TileEntity public void updateEntity() is where i send my packets but there are a few other place like getAuxPacket(). I suggest if you use updateEntity() to code it like this int count = 0; public void updateEntity() { if(count++ > 10) { count = 0; if(!worldObj.isRemote) { //TODO send packet } } this will only send the packet on the server and reduce lag to only send a packet 2 times a second.
  22. Its not simple but is needed. You need to make a packet system to send your data to the client. Use this as reference point : https://github.com/DarkGuardsman/GSM-Guardsman/tree/master/src/common/npc/Network
  23. yes when you edit something on the client per say a setting in a GUI you would need to tell the server that setting changed. For example TheCowGod's Locked doors and chest have player list to access. Every time someone add/remove a user to the block it send a packet to the server telling it to remove/add the player from its list as well. https://github.com/TheCowGod/GreaterSecurity <- your welcome to use this as an example for making packets for both client and server.
  24. hmm i'm out of ideas for the moment, i'll try again later after i finish some work on one of my mods. Though might i suggest placing the GUI registry,and block registry in the PreInit. It won't solve your issue but might prevent future ones.
  25. look at ITickHandler for controlling tick rate then create something like this @Override public void tickStart(EnumSet<TickType> type, Object... tickData) { // TODO Auto-generated method stub try { for(int i = 0; i < NPCList.size(); i++) { EntityNPC entity = NPCList.get(i); if(entity instanceof EntityNPC) { if (inGameTicks % entity.getTickInterval() == 0 && entity.getTickInterval() > 0) { entity.tickedUpdate(); } } else { removeNPC(entity); } } inGameTicks ++; } catch(Exception e) { e.printStackTrace(); } } in your entity you need to create a method for tickedUpdate(). In your tick handler you need to create a Static List of entities and in your entity a way to add itself to that list. This only work in your entity Class public List players(int range) { return worldObj.getEntitiesWithinAABB(EntityPlayer.class, this.boundingBox.expand(range, 4.0D, range)); } public void doTrace() { if(players(10).size() > 0) { //do ray trace } }
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