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deenkayros

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Everything posted by deenkayros

  1. Hi, When I run MC dedicaded Server with an eclipse project it crash on this line code: player.getFoodStats().setFoodLevel(food); but not in single player. Crash error: Please help ....
  2. nevermind i solved with "func_150296_c()"
  3. Hello, I cant find in 1.7.10 the array object from an itemStackCompound list. In 1.4.7 was: ItemStack.stackTagCompound.getTags().toArray(); In 1.8 (last mc vers.) ItemStack.getTagCompound().getKeySet().toArray(); But in 1.7.10 seems disappeared. Thank you for help
  4. the radius is the blocks distance?
  5. the sendToAllAround needs "TargetPoint" but I cant find it. How can I get the target point from a PlayerEntity? EDIT: Ok found, but the "range" is the blocks distance?
  6. ok, sendToAllAround right?
  7. sendToAll is correct?
  8. Thank you and thanks to Ernio for the tutorial links!!!! But my very last question regarding the particles, and as you know they are client side only, now if I need to show some particles generated from an EntityPlayerMP I'll need to send a packet from server to that EntityPlayerMP BUT the particles will be shown to others Players too?
  9. Ok, but how works the packets? I mean I always sent packets from CLIENT to SERVER, in this case it should be the reverse ie from SERVER to CLIENT, and my question is which CLIENT? because there could be many.
  10. Hello, Running MC(+Forge 1303) both in SSP and SMP I noticed that FMLCommonHandler has different behaviors: In SSP the FMLCommonHandler fire the events (eg. PlayerTickEvent) in both sides (SERVER and CLIENT) Instead in SMP the FMLCommonHandler fire only SERVER side events then I can't set nothing regarding CLIENT properties (eg. gameSettings) How can set CLIENT properties from SERVER side OR forcing FMLCommonHandler to fire CLIENT events too? Hoping I've been clear, I thank you in advance.
  11. What method or function you have used?
  12. oh, i need to do this strictly in 3rd person ...
  13. Yes, i do: @SubscribeEvent public void pre(RenderPlayerEvent.Pre event) { event.setCanceled(true); } but seems can't fire this event at all ....
  14. I added a new class: RenderTickHandler class: public class RenderTickHandler { @SubscribeEvent public void pre(RenderPlayerEvent event) { //if (event.entityPlayer.isInvisible()) { event.setCanceled(true); //} } } And into CommonProxy: MinecraftForge.EVENT_BUS.register(new RenderTickHandler()); but nothing to do...
  15. Main class: @SidedProxy(clientSide = "ClientProxy", serverSide = "ServerProxy") ClientProxy class: public class ClientProxy extends CommonProxy { public void registerEvents() { super.registerEvents(); //FMLCommonHandler.instance().bus().register(new ServerTickHandler()); } } ServerProxy class: public class ServerProxy extends CommonProxy { public void registerEvents() { super.registerEvents(); //FMLCommonHandler.instance().bus().register(new ServerTickHandler()); } } CommonProxy class: public class CommonProxy implements IProxy { public void registerEvents() { FMLCommonHandler.instance().bus().register(new ServerTickHandler()); } }
  16. yes, i tried this: @SubscribeEvent public void pre(RenderPlayerEvent.Pre event) { event.setCanceled(true); } or @SubscribeEvent public void pre(RenderPlayerEvent event) { event.setCanceled(true); } But seems wont work ...
  17. Yes, I tried but my player still visible to me ...
  18. How? I cant see any "Item.isVisible" property to modify ... I think about something render prohibition instead...
  19. Hello, I tried to make the player invisible at all by this code: player.setInvisible(true); But I noted that the armor and the held item still visible .... then I tried this code in addiction: @SubscribeEvent public void pre(RenderPlayerEvent.Pre event) { event.setCanceled(true); } but nothing to do ... please help.
  20. any ... however I solved it thanks.
  21. player held item
  22. Hello, I need to set invisible the held item in-game-time (eg. on Right-Click event) and, obviously, restore its visibility. Thanks in advance ... ...
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