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Max9403

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Everything posted by Max9403

  1. I tried both, but your suggestion worked thanks ^^
  2. try to change your import for the EntityPlayerMP from net.minecraft.entity.player.EntityPlayerMP to net.minecraft.client.entity.EntityClientPlayerMP
  3. You are getting an array index out of bounds exception, it looks like this line is the likely culprit: souljarmodel.render((Entity)data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F);
  4. @Draco18s I wasn't saying you were a jerk just saying you were missing the obvious, also to post that after being corrected...
  5. @Draco18s if you don't have anything useful to post please don't post also btw what didn't you get from @larsgerrits any other idea what might be causing it?
  6. I tried that but it did not work, I'll add the mod file in case it might help https://dl.dropboxusercontent.com/u/31970146/runes-1.0.0.jar?dl=1
  7. Hmm reads title, looks at pictures obviously he doesn't want a shadowy overlay on his blocks That might have been a bit rude, but the point still stands, I don't want the shadowy overlay
  8. I'm not doing anything when it comes to checking if it is being looked at (it's more when looking downwards it happens, my mistake, not so much when my block is looked at). btw this is my tile entity code: public int runeType; //This only decides what image is shown @Override public void writeToNBT(NBTTagCompound par1) { super.writeToNBT(par1); par1.setInteger("runeType", runeType); } @Override public void readFromNBT(NBTTagCompound par1) { super.readFromNBT(par1); this.runeType = par1.getInteger("runeType"); } Here is the images with the UI:
  9. I'm creating a block and when the player is close or looks directly at my block the block has a shadowy overlay (it is meant to be completely white), this the code for my render: @Override public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float scale) { Minecraft.getMinecraft().renderEngine.bindTexture(MainMod.RUNES.get(tileEntity.getBlockMetadata()).getTextureLocation()); Tessellator tessellator = Tessellator.instance; GL11.glPushMatrix(); GL11.glTranslated(x, y, z); // +1 so that our "drawing" appears 1 block over our block (to get a better view) tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0, 0.01, 1, 0, 0); tessellator.addVertexWithUV(1, 0.01, 1, 0, 1); tessellator.addVertexWithUV(1, 0.01, 0, 1, 1); tessellator.addVertexWithUV(0, 0.01, 0, 1, 0); tessellator.draw(); GL11.glPopMatrix(); } My blocks source has the bounds of 0, 0, 0, 1, 0, 1 canRenderInPass is set to false, shouldSideBeRendered is false, isOpaqueCube is false and renderAsNormalBlock is false some screenshots: With shadow: Without shadow:
  10. Yeah I was hoping I was missing a .pulseItemName() function (guess if I'm gonna do it my self might as well make it fancy , cover all the screen!)
  11. I was hoping I wouldn't have to do any manual display systems but rather the built in ones, but if there is no other way I might do just that. (I'm talking about when the user selects an item and it show's its name) also I don't want it to be permanently visible when the tool is held just a pulse on the item's shift right click if that helps.
  12. If done some googling and searched the forum but I have not come across an answer for how to make the selected item's name re-appear on screen. The reason I'm looking for this is for a tool similar to blood magic's ritual diviner but I don't want to fill the player's chat with messages.
  13. Is there a zombie cure event? I want to detect when the player cures a zombie villager but I'm unsure how to detect it (hit a zombie villager with a splash potion of weakness and use a golden apple on him), would you use EntityInteractEvent? Edit: *facepalm* yes, yes it is (I'll leave this here in case anyone wants to do something similar since I couldn't find anything using google) @SubscribeEvent public void onEntityInteractEvent(EntityInteractEvent event) { if (!event.entity.worldObj.isRemote) { if(event.target instanceof EntityZombie && ((EntityZombie) event.target).isVillager() && !((EntityZombie) event.target).isConverting()) { if(event.entity instanceof EntityPlayer) { if(((EntityZombie) event.target).getActivePotionEffect(Potion.weakness) != null) { if(((EntityPlayer) event.entity).getHeldItem().getItem().equals(Items.golden_apple)) { //TODO logic when true } } } } } }
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