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ItsAMysteriousYT

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Everything posted by ItsAMysteriousYT

  1. Is there a way to have multiple collision boxes for an entity (e.g a plane), so the player can dismount his seat and move inside the entity?
  2. But somehow forge must did it before. Isn't there a possibility called AccesTransformer - i think NoCubesMod uses that.
  3. So with a variable in the entity and then send a packet with the new positon and update it on server?
  4. Okay wait - what? Why do i use tileentity to store data? Hasn't an entity got fields for that?
  5. Is there a way to render an objmodel as item like in 1.7.10? Cuz IItemRenderer was removed as far as i know. Would be nice to know, cuz atm all my custom modeled block are purple/black cubes in the inventory which looks pretty derpy
  6. Okay, so is it smart to create a packet taking in the keys id and the entity and then in the packethandler it updates the position?
  7. Yea, omg why did i check the key first am i stupid? And can't i just check if its client and then simulate the movement on client(eg with other variables) and send it to the server with a packet?
  8. Please help, im struggling on this really long
  9. Okay ill try that thanks. Im sorry if im annoying.
  10. Then onBlockPlacedBy?
  11. But it works - i don't render normal blockmodels (.json) i render .obj models and now the saving worked too(thanks for helping!!), i added the method AND the empty constructor
  12. I have a car entity and i want to make it possible that more than one person mounts it. To do that i thought of creating a field of Type entitySeat and add new EntitySeats to it in the constructor of the Entity. But once i tried it it didn't even spawn the seats. I registered all the entities in the correct place and order with different id's, but it wouldn't work. Also i think ill need somebody to help me with the packetHandling for the driving mechanizm. Im thinking of a packet that takes in the id of the pressed key and sends it to the Server. On the server the entity in which the player of that message is sitting, should do the movement stuff, but i can't figure out how to excactly do it. So - here is the EntityClass and the ItemClass that spawns it: EntityClass: ItemClass(Its generated in code, thats why it is not public):
  13. Okay, now - how to use that thing?
  14. Yes, problem is, i have the rotation stored in the tileentity and i set this in the createNewTileEntity method in the BlockClass.
  15. uhm what about debug mode?
  16. I have created a Lantern TileEntity, but it does not save the values. Here is the TileEntity class:
  17. Yes i know that, im working on my own openGL game so that shouldn't be a big problem
  18. I know that for entities you can set ignoreFrustrumCheck to true, so the entity is being rendered even if the boundingbox is out of view. Is there a way to make this for tileentities too?
  19. Is it possible to render a tileentity for example a trafficlight not to the screen, but to an image and then save it?
  20. I think i found a solution for the mounting problem -but not for the driving problem. In an eventhandler i look for the key that is pressed and then gt the player from Minecraft.getMinecraft().thePlayer. Then i check if that players ridingEntity is instanceof EntityVehicle and in the EntityVehicle i create a method that takes in the keyID and executes the actions like throttling the engine etc. Will that work? (Thanks diesieben07 you help in a really good way!!)
  21. I check if the entity is ridden by a player before i check if a key is pressed but oh... it will ,move if multiple cars are mounted! So, what to do to fix that? Heres the error spoiler
  22. You just say it is wrong, but don't give a hint what is wrong or how i can fix it
  23. I think youll have to use the custom blockmodel now (.json files). As far as i know, that should work.
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