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ItsAMysteriousYT

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Everything posted by ItsAMysteriousYT

  1. Can i just download the latest forge src and do setupDecompWorkspace eclipse and copy the src folder in it?
  2. Execute "gradlew setupDecompWorkspace eclipse" in the commandline in your forge folder.
  3. For the first issue, just select the Project with the mouse and try again, and for the second - probably you should reassign your workspace.
  4. HEy there, im having some problems with my EntityClass, it causes a nullpointer exception somehow, but it does not say where excactly. I made some sysouts nad found out that it is at the end of the on update method in the entitywheel class. But from there i don't know where. Here are the git links: EntityDriveable: https://github.com/ItsAMysterious/Real-Life-Mod-1.8/blob/master/src/main/java/itsamysterious/mods/reallifemod/core/vehicles/EntityDriveable.java EntityWheel: https://github.com/ItsAMysterious/Real-Life-Mod-1.8/blob/master/src/main/java/itsamysterious/mods/reallifemod/core/vehicles/EntityWheel.java
  5. The problem is not in your code, you would have to ask SonicEther too add your block too his shader code. Cuz the shaderdoes not look if a block is transparent, but which kind of block it is. E.g. if the block is glass, it makes it transparent.
  6. Please post the complete code, we're no wizards
  7. Congrats on that I have a supernice day today too! And for the damaging, do it on the server, it will sync to the client as far as i know.
  8. IM SO STUPID: I HAVE TO SET MY BRAIN TO TRUE BEFORE I POST STUFF! public void toggleInteligence(){ Modder.brain.activate(); } Thanks anyway
  9. This is the motion stored on the client to be set for the server, cuz i use keybindings to control the entity. Also, the entity extend Entity and not EntityLiving, so does stepHeight even affect it then?
  10. Okay yea. So do you have a nice multiblock structure tutorial?
  11. I have a problem with the boundingBOx of one of my blocks. It is larger than one by one which causes the player to glitch arround when colliding with it. Somehow the player collides at z=1 instead of z=1.5 as i wrote for maxZ. How can i fix this?
  12. Depends on your goals. Since the Item need to be free and not inside the bounds of the block i recommend making pos.getX()-0.61 & pos.getZ()-0.61. This will spawn the item slightly outside the blockbounds.
  13. That is easy, make a local field of type entity item as you did in spawnInWorld and set the rotationYaw to - event.player.rotationYaw.
  14. Now, my mistake - show where you make the spawnEntityInWorld for the item
  15. I think its cuz when some values where saved to the client, but not too the server and markForUpdate is called on the block, it check wether the values are on the server and if not, it sets them too the values from the server on the client?
  16. Ah - that explains why my EntityInteractEvent does not work too Thanks diesieben07!
  17. Try too only check the worldObj.isRemote for the spawning. Leave the other code outside of the iff check.
  18. As i said in the title, i have some problems letting my custom controlled vehicle entity drive up blocks. I tried to achieve this like this: int x=Math.sin(Math.toRadians(rotationYaw); int z=Math.cos(Math.toRadians(rotationYaw); if(worldObj.getBlockState(this.getPosition.add(x,0,z)).getBlock() !=Blocks.air &&worldObj.getBlockState(this.getPosition.add(x,1,z)).getBlock() ==Blocks.air){ motionY=1; }else { double fullspeed=Math.sqrt((motionX*motionX)+(motionY*motionY)); this.applydamage(fullspeed); } But what happens is that the entity is inside of the block and then outside of the world. I think something is wrong with the collision somehow. cuz the entity does not collide with blocks or entities. Also i think in my movement algorythm is something wrong(in the onUpdate() method), but i can't figure it out. This is the complete entitity class(Without the driveup blocks stuff): http://pastebin.com/yRgNA0Vm Thanks for taking the time too help me
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