- [1.10.2] [SOLVED] Custom damage source on custom item hit
- [1.10.2] [SOLVED] Custom damage source on custom item hit
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[1.10.2] [SOLVED] Custom damage source on custom item hit
Hey, I searched for a way to change the damage source on a custom item (non sword) when someone hits something, without using events, but i find nothing Is there a way to do it, or i need to subscribe to some event? Maybe LivingAttackEvent, Player EntityAttackEvent or something like that? Thanks in advance :)!
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[1.10][Solved] See through ItemBlock but not in Block form
That was quick, haha, im not copying BlockGlass again, thanks!
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[1.10][Solved] See through ItemBlock but not in Block form
Hey, I made item models involving water, and they turned really good... but when i tried blocks, they dont wanna be see-trough , I made an example for the sake of showing this, There you see all the item forms are see-through, and the block is not. BlockState Block model Item model Block class Item Class Initialization class Am I doing something wrong? Is it not possible due to water texture implementation? Thanks in advance, NewDivide
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[1.10 / 1.10.2] [Solved] Items with same model but different textures
Thanks, i didnt thought about that route, i set the texture variables with an empty path ("") in the main model, and override them in the child ones, and achive what i wanted, but ... Can you define a texture without seting its path?
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[1.10 / 1.10.2] [Solved] Items with same model but different textures
Hey, I've been searching for ways to use one model for various items, Came across with IItemColor/layers, and it kinda did the job, but it was a bit limiting, cause i would like to use varying textures with the same "skeleton". Is there a way to use one model the item defines it's texture? Thanks in advance, NewDivide
- [1.9] Save NBT to player
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[1.9] Save NBT to player
Hey, i been trying to save atributes to the player, using nbt, but for some reason it doesnt save. Ive read that to save to a vanilla entity you have to use IExtendedProperties, or IPlayerTracker, but it seems that in 1.9 things changed, cause those classes are not where there are supposed to be... This is what i first tried : but i checked with NBTExplorer, and the data wasnt saved How can i save data to the player then? (persistent) Thanks!
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[1.9] AttributeModifiers
thanks! thats good enough
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[1.9] AttributeModifiers
hey, I tryed to change "AttributeModifiers" on armor pieces and tools, the equivalent to e.g. "/give @p 301 1 0 {AttributeModifier:[{AttributeName:"generic.movementSpeed",Name:"generic.movementSpeed",Amount:0.5,Operation:0,UUIDLeast:8000,UUIDMost:4000}]}". (this would be seen on the item like "+x% speed"). but when the item is created, "on created" event, but i dont really know what im doing ..., and the posts ive found werent what i was looking for. could someone hook me up with some info?
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[1.9] Mod compile error (switch string)
Thanks! I added it under dependecies, worked like a charm
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[1.9] Mod compile error (switch string)
Hey, i've been messing with player models in a new test mod, and i need to compile it to test if it works as intended, I've used gradlew build in order to compile it, but it stops due to stuff related to switch of strings in 1.6, Gradlew log: http://pastebin.com/K1W35G9L there was some information in other posts, but already tried and didnt work, how do i solve this for 1.9?
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[1.9][SOLVED] Need help with rendering player
Thank you, that did the trick !
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[1.9][SOLVED] Need help with rendering player
i ve tried to do it that way, but it seems that @SubscribeEvent doesnt work like i thought, this doesnt fire at all, am i doing it wrong?
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