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Everything posted by gurujive
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I Got a Crash Report Anyone Wanna Help Me Solve It?
gurujive replied to gurujive's topic in Support & Bug Reports
Well I gave it 1.4gb and it instantly crashed lmao "Ghoughpteighteau tchoghs!" 1.2gb too, my poor dirty whitegrey screen. lol.... -
I Got a Crash Report Anyone Wanna Help Me Solve It?
gurujive posted a topic in Support & Bug Reports
Here's the crash report, I have *no idea why something like this would happen.... () Here's where I ended up: havin' a difficult time logging back into my world though. -
If I could find my previous ETA thread then I would know.... -.-
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Is there a set date or anything I should know about? Or no? Either way...
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Potion Effects Applying Oddly (Entitythrowable.) 1.11 (solved)
gurujive replied to gurujive's topic in Modder Support
Just to update this, after cleaning up all my code and making it look spotless the potion effects are applying right and I have no problem at all. instant health doesn't stick. -
[1.10] custom thin block is causing 'x-ray' effects.
gurujive replied to needoriginalname's topic in Modder Support
I believe they are getting rid of anything that looks like this too: import javax.annotation.Nullable; but I don't see @nullable anywhere in the class BlockItemGate.java Removing that is a good thing too. Here is an example of a block that is like glass, is solid, but does not swiss cheese, it extends the BlockBreakable class. Here is another example that swiss cheeses, it extends block: -
qubble is pretty cool, you can view your entity models in game as you make it with statue. Exports in many different ways. like java and json. Its what I use now instead of techne, and the results are way nicer. When using custom rotations my entity doesn't freak out and this elements ends up over here instead of here type situation doesn't happen.
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Entity Throwable in Relation to Eye Height Question.
gurujive replied to gurujive's topic in Modder Support
In due time I suppose -
Llama_spit ignores this.doBlockCollision. (1.11)?
gurujive replied to gurujive's topic in Modder Support
Its also ignoring doBlockCollision when specified on impact, which is interesting. I need to look at the vanilla fireball. public class EntityNetherOrb extends EntityOrb { public EntityNetherOrb(World worldIn) { super(worldIn); } public EntityNetherOrb(World worldIn, EntityLivingBase throwerIn) { super(worldIn, throwerIn); } public void onUpdate() { super.onUpdate(); for (int j = 0; j < 1.4; ++j) { this.worldObj.spawnParticle(EnumParticleTypes.DRAGON_BREATH, posX + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, posY + (worldObj.rand.nextFloat() / -1 - worldObj.rand.nextFloat()) / -1.9, posZ + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, 0, 0, 0); } this.worldObj.spawnParticle(EnumParticleTypes.PORTAL, posX + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, posY + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, posZ + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / -7, 0, 0, 0); this.worldObj.spawnParticle(EnumParticleTypes.PORTAL, posX + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, posY + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, posZ + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / -8, 0, 0, 0); } public float getGravityVelocity() { return 0.014F; } public EntityNetherOrb(World worldIn, double x, double y, double z) { super(worldIn, x, y, z); } protected void onImpact(RayTraceResult result) { if (result.entityHit != null) { int i = 0; if (ticksExisted >= 2.6210000524 && result.entityHit instanceof EntityLivingBase) { i = 8; } if (result.entityHit instanceof EntityLlamaSpit) { this.doBlockCollisions(); } result.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)i); worldObj.playSound((EntityPlayer)null, posX, posY, posZ, SoundEvents.ENTITY_ENDERMEN_TELEPORT, SoundCategory.NEUTRAL, 0.5F, 1.9F / (worldObj.rand.nextFloat() * 0.4F + 0.8F)); } for (int j = 0; j < 8; ++j) { this.worldObj.spawnParticle(EnumParticleTypes.SPELL_WITCH, this.posX, this.posY, this.posZ, 0.0D, 2.0D, 0.0D, new int[0]); } for (int j = 0; j < 2; ++j) { this.worldObj.spawnParticle(EnumParticleTypes.BLOCK_CRACK, this.posX + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, this.posY + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, this.posZ + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, ((double)this.rand.nextFloat() - 0.5D) * 0.08D, ((double)this.rand.nextFloat() - 0.5D) * 0.08D, ((double)this.rand.nextFloat() - 0.5D) * 0.08D, new int[] {Block.getIdFromBlock(Blocks.PORTAL)}); } ++ticksExisted; if (this.ticksExisted >= 100) { this.setDead(); } if (!this.worldObj.isRemote) { this.doBlockCollisions(); } } } -
Potion Effects Applying Oddly (Entitythrowable.) 1.11 (solved)
gurujive replied to gurujive's topic in Modder Support
I don't know if its only me, but doing it that way seems to effect the timer and its success to not stick and result in a blank buff icon popping up in the top right of the screen. That's why I do it that way. I have not seen that "bug" myself, could you post a screenshot and the code you get from what I said? I wouldn't be so harsh as to call it a bug, because on recommended 1.10.2 this worked alright. The way it looks on my screen having the potion effects like that makes it look like the icons in the top right are spinning around in a circle and flashing. Now that I recall the same happened on unrecommended 1.10.2 where my icon for instant health stuck. I know that having the internet in the background running or multiple things going at once can cause it to stick too, so its w/e. I aint trippin' bout it. -
I have realized on 1.11 that when you throw something the relative position to eye height has changed from what it was in the past. Is this a implementation that's going to stay or will it go back to how it was? Figured I'd ask.
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My entity goes through entities by using: if (!this.worldObj.isRemote) { this.doBlockCollisions(); } So my question is.... why does this occur? This works for everything except for the llama_spit entity. When using the execute command to execute a summon of the .doBlockCollision entity on it. The spit juts forward and makes it look like the entity summoned at it is hitting a wall, only one is summoned then it falls down. (Using repeat and always active.) Is there any information in regards to this? Is this something being considered? I'm not saying this is a bug, or its good. I haven't messed with it enough. ;
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Cleavers don't have a right click function though... which effectively makes it so you can't use things in the left hand slot. You could use a shift right click function for that or have it spawn in a spare item and then do things at the item. I don't think you understand the problem he wants it to function on right click, but only when it is in the specified slot IE guns in right hand and shields in left hand. This could be accomplished via the ItemRightClickEvent. Shift makes you move slower, then you could put the riot shield up and do the rightclickevent. I dunno... maybe movement would be too slow though. Like you can throw a snowball and charge a bow at the same time.
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Cleavers don't have a right click function though... which effectively makes it so you can't use things in the left hand slot. You could use a shift right click function for that or have it spawn in a spare item and then do things at the item.
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The cleavers in tinkers construct do this. At least it disables right click from the left hand slot. There was something like that a long time ago before left and right hand was fully implemented. Something like 1.6.4ish. I believe it was removed/you can't see it. But I believe it was too resource heavy to be completely functional after left and right hand was fully implemented. /it would have screwed up the actual right and left hand stuff if there was a forge hook for it... or something like that. There was a reason that's all I know. The cleavers work nice though.
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[1.10] CustomEntity transform automaticaly into pig? o.O
gurujive replied to terraya's topic in Modder Support
Do mob entities need a spawn egg to work with a spawner or no? Figured I'd ask anyways since I haven't messed with it and don't know. Could be something to know later on. -
Potion Effects Applying Oddly (Entitythrowable.) 1.11 (solved)
gurujive replied to gurujive's topic in Modder Support
I don't know if its only me, but doing it that way seems to effect the timer and its success to not stick and result in a blank buff icon popping up in the top right of the screen. That's why I do it that way. -
Potion Effects Applying Oddly (Entitythrowable.) 1.11 (solved)
gurujive replied to gurujive's topic in Modder Support
EntityLivingBase Is EntityLivingBase and EntityPlayer is EntityPlayer. But the effect will not effect the player when thrown, it will effect entities though. It will effect other players when thrown. The issue was when you threw it because entityplayer extends entitylivingbase it was applying the effect to the player when this was not what was needed. this was fixed by adding a timed delay. -
Potion Effects Applying Oddly (Entitythrowable.) 1.11 (solved)
gurujive replied to gurujive's topic in Modder Support
I finally fixed it, If it double impacts then it returns a false blank instant health so there is no permanent buff, and I am now able to walk realllly close to mobs and hit them. The false blank can be cleared by just applying the buff again with shift right click. The issue was with the amount of time before the onImpact was recognized. Now it works if (ticksExisted >= 2.1001 && result.entityHit instanceof EntityLivingBase) protected void onImpact(RayTraceResult result) { if (result.entityHit != null) { int i = 0; if (ticksExisted >= 2.1001 && result.entityHit instanceof EntityLivingBase) { i = 0; ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.STRENGTH, 197, 1)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.INSTANT_HEALTH, 10, 3)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.REGENERATION, 195, 5)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.JUMP_BOOST, 200, 7)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.SPEED, 198, 2)); } if (ticksExisted >= 2.1001 && result.entityHit instanceof EntityPlayer) { i = 0; ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.STRENGTH, 197, 1)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.INSTANT_HEALTH, 10, 3)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.REGENERATION, 195, 5)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.JUMP_BOOST, 200, 7)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.SPEED, 198, 2)); } result.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)i); worldObj.playSound((EntityPlayer)null, posX, posY, posZ, SoundEvents.ENTITY_EXPERIENCE_ORB_PICKUP, SoundCategory.NEUTRAL, 0.5F, 1.0F / (worldObj.rand.nextFloat() * 0.4F + 0.8F)); } -
Potion Effects Applying Oddly (Entitythrowable.) 1.11 (solved)
gurujive replied to gurujive's topic in Modder Support
That's why it needs to look similar to this so you can also heal other players, heal entities, and heal yourself when holding shift and right click. Using the above false true etc and matching stuff up back and forth Is not working the same. I can cast it on entities and myself but when going to cast it on other players it won't work. if (result.entityHit != null) { int i = 0; if (result.entityHit instanceof EntityLivingBase) { i = 0; ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.STRENGTH, 200, 1)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.INSTANT_HEALTH, 10, 3)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.REGENERATION, 200, 5)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.JUMP_BOOST, 200, 7)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.SPEED, 200, 2)); } if (result.entityHit instanceof EntityPlayer) { i = 0; ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.STRENGTH, 200, 1)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.INSTANT_HEALTH, 10, 3)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.REGENERATION, 200, 5)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.JUMP_BOOST, 200, 7)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.SPEED, 200, 2)); } -
Potion Effects Applying Oddly (Entitythrowable.) 1.11 (solved)
gurujive replied to gurujive's topic in Modder Support
nope.... that doesn't work on players.... it effects entities though. -
Potion Effects Applying Oddly (Entitythrowable.) 1.11 (solved)
gurujive replied to gurujive's topic in Modder Support
Not sure if this is working or not, will soon find out after making entity2 but by the looks of it this appears to be working: { if (result.entityHit != null) { int i = 0; if (result.entityHit instanceof EntityPlayer == false) { i = 0; ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.STRENGTH, 200, 1)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.INSTANT_HEALTH, 10, 3)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.REGENERATION, 200, 5)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.JUMP_BOOST, 200, 7)); ((EntityLivingBase)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.SPEED, 200, 2)); } if (result.entityHit instanceof EntityLivingBase == false) { i = 0; ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.STRENGTH, 200, 1)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.INSTANT_HEALTH, 10, 3)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.REGENERATION, 200, 5)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.JUMP_BOOST, 200, 7)); ((EntityPlayer)result.entityHit).addPotionEffect(new PotionEffect(MobEffects.SPEED, 200, 2)); } result.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)i); worldObj.playSound((EntityPlayer)null, posX, posY, posZ, SoundEvents.ENTITY_EXPERIENCE_ORB_PICKUP, SoundCategory.NEUTRAL, 0.7F, 1.3F / (worldObj.rand.nextFloat() * 0.4F + 0.8F)); } -
Potion Effects Applying Oddly (Entitythrowable.) 1.11 (solved)
gurujive replied to gurujive's topic in Modder Support
I don't believe it would work there anyways, haha. -your link seems to be broken btw. edit: Its so you can heal players and mobs, without applying it to yourself. To apply it to yourself then you'd shift right click. and that would summon the other entity in, that part I haven't gotten too. that way you can heal everyone, and everything, including yourself in a nice manner while slaying everything undead. -
I have an open src on curse that is for 1.11 blocks. If you would like to look at it, It may help. Just search for "portal block".