NewDivide
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1.10.2 [1.10.2] [SOLVED] Custom damage source on custom item hit
NewDivide replied to NewDivide's topic in Modder Support
ok, Ill try that!- 2 replies
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- custom item
- damage source
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1.10.2 [1.10.2] [SOLVED] Custom damage source on custom item hit
NewDivide replied to NewDivide's topic in Modder Support
public static DamageSource itemHit = new DamageSource("itemHit").setDamageBypassesArmor(); To display a custom chat message on death by that item, and to change the damage amount when hit with that item- 2 replies
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- custom item
- damage source
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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 :)!
- 2 replies
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- custom item
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[1.10][Solved] See through ItemBlock but not in Block form
NewDivide replied to NewDivide's topic in Modder Support
That was quick, haha, im not copying BlockGlass again, thanks! -
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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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
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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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thanks! thats good enough
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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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Thanks! I added it under dependecies, worked like a charm
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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
NewDivide replied to NewDivide's topic in Modder Support
Thank you, that did the trick ! -
[1.9][SOLVED] Need help with rendering player
NewDivide replied to NewDivide's topic in Modder Support
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? -
[1.9][SOLVED] Need help with rendering player
NewDivide replied to NewDivide's topic in Modder Support
Would this work then? Player Render: -
Hi, I'm new to minecraft rendering, I' ve searched a bit on the forums and google and managed to pick some information about how to change the default renderer. But im not sure what to change in order to make my renderer, and how to make the renderer, I have this, (I dont know if works) Player Render IRenderFactory To change the actual renderer, do I use this? RenderingRegistry.registerEntityRenderingHandler(RenderPlayer.class, new Ren()); To render the player, do i implement this? @Override public Render createRenderFor(RenderManager manager) { return null; } Thanks in advance, NewDivide
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[1.8] Connected textures attempt not working
NewDivide replied to NewDivide's topic in Modder Support
That was the problem! thanks for the Json checker! -
//the logs are at the bottom IMPORTANT : *The game doesn't crash, it doesn't load the models though *I read somhere, somthing about the client sending to many request, but i didnt understand the case here I'm trying to make connected textures for one of my blocks, (its a glass like block ), but im getting the following error, for all the variants i think: {Unable to load definition "variant"} {Encountered an exception when loading model definition of ' "variant" ' from: ' "blockstates.json" ' in resourcepack: ' FMLFileResourcePack:"Mod name" '} ("variant" , "blockstates" and "Mod name" are placeholders to make it generic). All the other block and item textures are working, only these are broken textures. I don't know much about this kind of modeling, that is my main problem The block name is XrayBlock This is XrayBlock.json for the blockstates This is XrayBlock.json for the block models //(I'm using the same png for all the models just for the sake of testing) This is the lattest log//(slpit in 2 due to pastebin limit) http://pastebin.com/aWepEgi8 http://pastebin.com/kGrXUyNJ This is the fml log http://pastebin.com/6NpS4400
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Thank you!i think that was the case. ;
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This is the first thing i post in this site, i used spoiler /spoiler, but i dont know how to remove the hidden tags Im making my first mod, and im having a problem with the amount of recipes i add, it works when 4 or less recipes ar added, but otherwise it crashes. (I tryied all the possible groups of 4 recipes and they work fine) (GameRegistry.addRecipe(new ItemStack("Item", "amount"), new Object[]{ "parameters" }); ) I searched everywhere but i didnt find a solution for this problem, i dont know if there's a limit on the amount of crafting recipes that could be added. I dowloaded the latest 1.8 Forge source (11.14.3.1499), did the gradlew setupDecompWorkspace and gradlew Eclipse, didnt install any mods, This are the recipes im adding, all the items are preinitialized and registered before the recipes fml-client-latest LOG latest LOG