Everything posted by Anon10W1z
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[1.10.2] Keybind Change Event
As others have said, the server should handle the actions of the keybinds rather than the keybinds themselves. Solutions involving working with keybinds on the server are not really solutions at all because they just cause more problems.
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[Solved][1.9] Autosmelting Pickaxe; new EntityItem drop doesn't spawn every time
Take a look at my auto-smelt enchantment code if you need any other assistance.
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Mystery method: GuiButton.isChecked?
I decompiled a 1.8 mod to port over to 1.9 (for personal use), but I'm stuck on a reference to a isChecked() method in the GuiButton class. I've looked through the decompiled Minecraft 1.8 source code and I can't find it. I even used the MCPBot and it couldn't find any isChecked method in 1.8. Any ideas?
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[1.9] Replacement for setItemInUse
So how can I circumvent this? Do I just not set the HAND_STATES?
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[1.9] Replacement for setItemInUse
Alright, I did this and the arrow does fire as if the bow was drawn back 100%. Unfortunately the bow still goes through the entire draw-back animation. My code now: EntityPlayer player = (EntityPlayer) entity; ItemStack heldItem = player.getHeldItemMainhand(); if (heldItem != null && heldItem.getItem() instanceof ItemBow && this.getEnchantmentLevel(heldItem) > 0) { //player.setItemInUse(heldItem, heldItem.getMaxItemUseDuration() / 3); ReflectionHelper.setPrivateValue(EntityLivingBase.class, player, heldItem, "activeItemStack", "field_184627_bm"); ReflectionHelper.setPrivateValue(EntityLivingBase.class, player, heldItem.getMaxItemUseDuration() / 3, "activeItemStackUseCount", "field_184628_bn"); player.getDataManager().set(ReflectionHelper.getPrivateValue(EntityLivingBase.class, player, "HAND_STATES", "field_184621_as"), (byte) 1); ((ArrowNockEvent) baseEvent).setAction(new ActionResult<>(EnumActionResult.SUCCESS, heldItem)); }
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[1.9] Replacement for setItemInUse
I have an "Quickdraw" enchantment that works by setting the bow item in use immediately on right click, so it doesn't have to draw back all the way to be used. The basic code in 1.8 was: EntityPlayer player = (EntityPlayer) entity; ItemStack heldItem = player.getHeldItem(); if (heldItem != null && heldItem.getItem() instanceof ItemBow && this.getEnchantmentLevel(heldItem) > 0) { player.setItemInUse(heldItem, heldItem.getMaxItemUseDuration() / 3); ((ArrowNockEvent) baseEvent).result = heldItem; baseEvent.setCanceled(true); } However the setItemInUse method seems to be gone in 1.9, and I can't find a suitable replacement. What can I do?
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[1.9] How do I go about updating my mods from 1.8 to 1.9?
Never heard of it. I'll take a look
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[1.9] How do I go about updating my mods from 1.8 to 1.9?
I am using IEEP what can I replace it with?
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[1.9] How do I go about updating my mods from 1.8 to 1.9?
Other than changing references and stuff, what else is there to do?
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Simulate a right click on a specific block?
Well see, it only moves the player's eye up a little from where it is. So it is off by a lot.
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Simulate a right click on a specific block?
The player's eye doesn't point at the specified block. That's what I want.
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Simulate a right click on a specific block?
Thanks for that. Unfortunately I can't seem to get it to look properly. My code: double dX = Minecraft.getMinecraft().thePlayer.posX - DMTMap.STADIUM.secondCorner.getX(); double dY = Minecraft.getMinecraft().thePlayer.posY - DMTMap.STADIUM.secondCorner.getY(); double dZ = Minecraft.getMinecraft().thePlayer.posZ - DMTMap.STADIUM.secondCorner.getZ(); double yaw = Math.atan2(dZ, dX); double pitch = Math.atan2(Math.sqrt(dZ * dZ + dX * dX), dY) + Math.PI; Minecraft.getMinecraft().thePlayer.rotationYaw = (float) yaw; Minecraft.getMinecraft().thePlayer.rotationPitch = (float) pitch;
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Installing Baubles APIjava.lang.NoSuchMethodError: baubles.common.items.ItemRing
Wow, that's pretty cool!
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Simulate a right click on a specific block?
Okay, I understand except for "vector math". I don't like to be spoonfed, but what "vector math" do I need to do? And how do I convert the vector into the pitch and yaw?
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Simulate a right click on a specific block?
By the looks of it, all this does is keep turning the player's head. I need to get the variables to line up with a certain block.
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Simulate a right click on a specific block?
Okay, it looks like Mineplex checks for where the player is looking when I right click. So I now need a way for the player to turn its head to face a specific block. Anyone know how?
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Simulate a right click on a specific block?
Alright will do. Thanks.
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Simulate a right click on a specific block?
Will this work even for right clicking with items. not blocks?
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[1.8]Activate an event from code
I am also stuck on simulating a right click.
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[1.8.9] How to use the substitution alias system?
I remember having this problem in 1.8.0 when trying to get blocks to fall, and making it configurable to the user. I ended up using ASM to do this, though when I made my thread Lex said that wasn't the best solution.
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Simulate a right click on a specific block?
Is there a packet I can send, or something similar, that can notify the server of a right click being sent without the need to right click? For explanation, I am making a mod that shows a separate GUI for playing the Mineplex game Draw My Thing. It works perfectly, but it'd be even cooler if I could draw from that GUI. If I only needed this on single-player I could easily just use world.setBlock(), however I need this to notify the server of a right click.
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[SOLVED] [1.8] Removing formatted words from text message
Solved by using the literal "\u00A7"
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[SOLVED] [1.8] Removing formatted words from text message
I have the following code: String checkMessage = Arrays.stream(event.message.getFormattedText().split(" ")).filter(word -> !word.startsWith("§") || word.startsWith("§f")).collect(Collectors.joining(" ")); System.out.println(checkMessage); This is intended to remove the words that start with '§' but not "§f". However, it turns out when I print checkMessage no words get filtered. §r§928 §r§r§c§lTITAN §r§eSimplyAnon§r §ftest§r Any reasoning behind this?
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[1.8 (Does it really matter?)] Checking for available updates
You can also integrate your mod with the Version Checker mod by Dynious.
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[SOLVED] How are vanilla stack sizes drawn on ItemStacks?
Thanks, that did the trick!
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