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thebest108

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Everything posted by thebest108

  1. Try lowering your bounding box by 1
  2. Does the entityId number remain consistent upon unloading/loading a world.
  3. How would I know which side of an entity was right clicked by the player
  4. How do I get access to onServerStopped?
  5. Player derp has joined the server with the following mods ..... Forge already has it, and this isn't coding related
  6. AxisAlignedBB bb = new AxisAlignedBB(minx, miny, minz, maxx, maxy, maxz);
  7. Okay I forgot 1 thing, to get the list do world.getEtitiesWithinAABB(AABB, Entity.class)
  8. Sorry I meant y
  9. The easiest way is to change enum eatingAnimation
  10. Okay. Make sure to do a few things 1: Don't extend itemtool, extend item 2: just change a float that's something like effeciancyOnCorrectBlock
  11. So for x it's x(cosO-sinO) ?
  12. Step 1:Make an axis aligned BB Step 2:Make a list with it (it should have a method to convert it to a list) Step 3:Make an iterator of that list Ex Iterator iter = list.iterator Step 4:Do this while(iter.hasNext()){ if(iter.next() instanceof EntityCreeper){ EntityCreeper ent = (EntityCreeper)iter.next(); //do whatever you want to do with this entitycreeper } } You are now educated
  13. When you drop an item, it spawns an entityItem of that itemstack. Also, a tip, complaining about obsfucation might get lex to smite you, just saying
  14. Any math wizzes here know a 2D rotation matrix ? Something that gets me the new x and z. Also something that calculates how much to rotate bases on distance
  15. I have a simple solid entity and I ve noticed that it is rendering by its boudning box as a white box (without the f3+b thing). I was wondering if something was wrong with my rendering so here it is public void doRender(Entity var1, double var2, double var4, double var6, float var8, float var9) { RenderBlocks render = new RenderBlocks(); FlyingChestEntity entity = (FlyingChestEntity)var1; GL11.glPushMatrix(); GL11.glTranslatef((float)entity.posX, (float)entity.posY, (float)entity.posZ ); render.renderBlockAsItem(Block.chest, 0, 6); GL11.glPopMatrix();
  16. Well what makes an aabb pool detect entities? After looking around I think it may have something to do with vec3
  17. I'm trying to make a block thats at an angle and can spin when requested, but I can't get the hitbox right because it doesn't have rotation. Anyone know of a way to make an AABB have rotation?
  18. If you think it's bad for you, imagine how bad it is for texture pack makers
  19. So the true suggestion here is too make a way to dynamically change the armors texture?
  20. How about when the player opens their inventory, you call for your own custom GUI to be opened and just link it to the players inventory, and save the items in the custom slots to an nbt
  21. Try updating your jdk
  22. I suggest that rather than having this which only renders blocks on the grid RenderBlocks.renderBlockByRenderType(block, int, int, int); You could have this which allows for rendering entites as blocks RenderBlocks.renderBlockByRenderType(block, double, double, double); Its a simple change, can it PLEASE be done!!!
  23. Anyone have a solution?
  24. alright Im registering it with EntityRegistry.registerModEntity(DerpEntity.class, "EntityDerp", 1, this, 128, 1, true); THIS IS THE ENTITY CLASS public DerpEntity(World par1World) { super(par1World); this.setSize(1.0F, 1.0F); this.entityCollisionReduction = 1.0F; this.renderDistanceWeight = (double)(1); this.texture = "textures/blocks/dirt"; } @SideOnly(Side.CLIENT) public float getShadowSize() { return 1.0F; } @Override public AxisAlignedBB getBoundingBox(){ return this.boundingBox; } @Override public boolean canBePushed() { return false; } @Override public AxisAlignedBB getCollisionBox(Entity var1){ return this.getBoundingBox(); } public void onUpdate() { } @Override public boolean canBeCollidedWith() { return true; } @Override protected void entityInit() { this.dataWatcher.addObject(27, this.entityId); }
  25. Exactly why do you need to import the entire fucking game?
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