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Jedispencer21

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Everything posted by Jedispencer21

  1. I have tried registering it in the client proxy, server proxy, and common proxy, but it still only works on the client
  2. The server is an online server such as something like hypixel/mineplex stuff like that. This my code: http://pastebin.com/7Bd7Vs29
  3. Right now I am working on a small HUD that for some of the elements use events to set a boolean to true, they work fine on single player, but when I'm on a server, they don't work. What I'm wondering is how to handle this. (Events I use are PlayerPickupXpEvent and EntityItemPickupEvent)
  4. This is my rendering code for my hud: http://pastebin.com/3VC2jeQz what im wondering how to do is just how to add it to the block on the hud
  5. to check if it is client side would I just do: if (world.isRemote) { code }
  6. The name should say it all. I would like to check when the player gets attacked (without events if possible) if the damage is a mob, otherwise not render the hud effect.
  7. Now how would I incorporate this with the things like the PotionEffect potioneffect = (PotionEffect) iterator.next(); Potion potion = Potion.potionTypes[potioneffect.getPotionID()];
  8. I sort of thought so and I started to attempt to use it, not quite sure how I would though
  9. This is my current code for rendering and laying out the potion effect: http://pastebin.com/bs8gDxX5
  10. Thank you! I don't know why I ever thought of that even though it was so dang obvious...
  11. How do I make it to increment the position every tick for a certain amount of time? Because I have been trying this for a long time and it is very annoying.
  12. How do I change the posY value then? cause as far as I know, it is changing with the posY = height / 2;
  13. I now have this: but the text flashes from the point it should be at back to the point it started.
  14. How would I modify it to make it appear to be moving rather than it to just appear at its modified position, cause I have tried doing pos = pos + 10; pos *= 10; pos += 10; pos -= 10; but they all just goto the modified pos instead of showing the movement.
  15. Anyone know why it does this?
  16. ScaledResolution scaledresolution = new ScaledResolution(this.mc, this.mc.displayWidth, this.mc.displayHeight); int i = scaledresolution.getScaledWidth(); int j = scaledresolution.getScaledHeight(); int yPos = j / 2 - 3; int currentPos = yPos; int lastPos = currentPos; float pos = lastPos + (lastPos - currentPos) * event.partialTicks; // RenderGameOverlayEvent partialTicks this.fontRendererObj.drawString("XP: " + this.getXPAmount(), i / 2 - this.fontRendererObj.getStringWidth("XP: " + this.getXPAmount()) / 2, (int) pos, 16777215); lastPos = currentPos; this sort of works, but the text flashes from one point to another then goes back to the center after a bit. I would like it to start in the middle and pan upwards and to not go back to the center till I pickup another xp orb.
  17. I have tried using that way for hours but I can not get it to work at all. I am drawing the string in a RenderGameOverlayEvent with my HUD.
  18. So I was just wonder about how to do text animation, such as when you receive an achievement, the window pans in then out, I was wondering how to do this with text. Basically what I want is for the text to start in about the middle of the screen then pan out of the screen upwards.
  19. I would recommend you make your code readable by replacing the var# and parObject with actual names.
  20. In your class where you have your crafting recipes you will have to do this: ItemStack stack = new ItemStack(ITEMCLASS.nameofyoursword); stack.addEnchantment(Enchantment.nameofwantedenchantment, levelofenchantment); GameRegistry.addRecipe(stack, new Object[] {PUT CRAFTING SHAPE HERE});
  21. So when you craft your sword it has fire aspect?
  22. for you maybe, but for me its pretty easy to read
  23. This is what worked for me: @SideOnly(Side.CLIENT) public IIcon getIcon(int side, int metadata) { return metadata == 0 && side == 3 ? this.textureFront : side == 1 ? this.textueTop : (side == 0 ? this.textureBottom : (side == metadata ? this.textureFront : this.textureSide)); }
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