
Jedispencer21
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Everything posted by Jedispencer21
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I have tried registering it in the client proxy, server proxy, and common proxy, but it still only works on the client
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The server is an online server such as something like hypixel/mineplex stuff like that. This my code: http://pastebin.com/7Bd7Vs29
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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)
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[1.8] Add ambient occlusion to hud blocks
Jedispencer21 replied to Jedispencer21's topic in Modder Support
yup, thats what it was. -
[1.8] Add ambient occlusion to hud blocks
Jedispencer21 replied to Jedispencer21's topic in Modder Support
No one? -
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
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[1.8] Get source of damage when player is attacked
Jedispencer21 replied to Jedispencer21's topic in Modder Support
to check if it is client side would I just do: if (world.isRemote) { code } -
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.
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[1.8][SOLVED] How to sort potion effects on HUD
Jedispencer21 replied to Jedispencer21's topic in Modder Support
Now how would I incorporate this with the things like the PotionEffect potioneffect = (PotionEffect) iterator.next(); Potion potion = Potion.potionTypes[potioneffect.getPotionID()]; -
[1.8][SOLVED] How to sort potion effects on HUD
Jedispencer21 replied to Jedispencer21's topic in Modder Support
I sort of thought so and I started to attempt to use it, not quite sure how I would though -
This is my current code for rendering and laying out the potion effect: http://pastebin.com/bs8gDxX5
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Thank you! I don't know why I ever thought of that even though it was so dang obvious...
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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.
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How do I change the posY value then? cause as far as I know, it is changing with the posY = height / 2;
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I now have this: but the text flashes from the point it should be at back to the point it started.
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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.
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Anyone know why it does this?
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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.
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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.
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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.
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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});
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So when you craft your sword it has fire aspect?
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[1.7.10][UNSOLVED] Texture Rendering doesnt work correctly
Jedispencer21 replied to SantacreeperLP's topic in Modder Support
for you maybe, but for me its pretty easy to read -
[1.7.10][UNSOLVED] Texture Rendering doesnt work correctly
Jedispencer21 replied to SantacreeperLP's topic in Modder Support
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)); }