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Everything posted by ItsAMysteriousYT
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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?
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Render OBJ model as item[1.8]
ItsAMysteriousYT replied to ItsAMysteriousYT's topic in Modder Support
But somehow forge must did it before. Isn't there a possibility called AccesTransformer - i think NoCubesMod uses that. -
Multimountable entity and other problems?
ItsAMysteriousYT replied to ItsAMysteriousYT's topic in Modder Support
So with a variable in the entity and then send a packet with the new positon and update it on server? -
Multimountable entity and other problems?
ItsAMysteriousYT replied to ItsAMysteriousYT's topic in Modder Support
Okay wait - what? Why do i use tileentity to store data? Hasn't an entity got fields for that? -
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
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Multimountable entity and other problems?
ItsAMysteriousYT replied to ItsAMysteriousYT's topic in Modder Support
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? -
Multimountable entity and other problems?
ItsAMysteriousYT replied to ItsAMysteriousYT's topic in Modder Support
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? -
Multimountable entity and other problems?
ItsAMysteriousYT replied to ItsAMysteriousYT's topic in Modder Support
Please help, im struggling on this really long -
Okay ill try that thanks. Im sorry if im annoying.
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Then onBlockPlacedBy?
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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
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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):
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Render a tileentity to imageFile?[1.8]
ItsAMysteriousYT replied to ItsAMysteriousYT's topic in Modder Support
Okay, now - how to use that thing? -
Yes, problem is, i have the rotation stored in the tileentity and i set this in the createNewTileEntity method in the BlockClass.
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uhm what about debug mode?
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I have created a Lantern TileEntity, but it does not save the values. Here is the TileEntity class:
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Render a tileentity to imageFile?[1.8]
ItsAMysteriousYT replied to ItsAMysteriousYT's topic in Modder Support
Yes i know that, im working on my own openGL game so that shouldn't be a big problem -
IgnoreFrustumCheck for TileEntities ?[1.8]
ItsAMysteriousYT replied to ItsAMysteriousYT's topic in Modder Support
Ah! Thank you -
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?
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Is it possible to render a tileentity for example a trafficlight not to the screen, but to an image and then save it?
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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!!)
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I think youll have to use the custom blockmodel now (.json files). As far as i know, that should work.