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Koopamillion

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Everything posted by Koopamillion

  1. Okay, but It dosen't do anything to the player... (But it is getting the correct player as I tested it with give experience) My code on jetpack handler: Thanks!
  2. Because I don't know how to get the correct entityplayer as the minecraft.getminecraft one is client side and dosen't work.
  3. It's the getfields thingy. Plus thanks diesieben07
  4. I'm attempting to update to 1.8, unfortunately im getting over 1200 (is that normal?) errors. Anyway, I noticed that some tileentitys require you to implement more methods.. Can anyone explain these, Thanks!: @Override public String getName() { // TODO Auto-generated method stub return null; } @Override public boolean hasCustomName() { // TODO Auto-generated method stub return false; } @Override public IChatComponent getDisplayName() { // TODO Auto-generated method stub return null; } @Override public ItemStack removeStackFromSlot(int index) { // TODO Auto-generated method stub return null; } @Override public void openInventory(EntityPlayer player) { // TODO Auto-generated method stub } @Override public void closeInventory(EntityPlayer player) { // TODO Auto-generated method stub } @Override public int getField(int id) { // TODO Auto-generated method stub return 0; } @Override public void setField(int id, int value) { // TODO Auto-generated method stub } @Override public int getFieldCount() { // TODO Auto-generated method stub return 0; } @Override public void clear() { // TODO Auto-generated method stub }
  5. OK, I've got it sending a message, thanks guys! But... Unfortunately I can't make the players motion change... I've done sendToServer(bla bla) NOT sendTo(bla bla) However, it's the onMessage that answers it, not the on server message, therefore I don't have a player parameter and can't make the player move... This is the handler: The message: And the jetpack event just does mainregistry.network.sendToServer(new JetpackMessage(1)). So, how do I make it move the player.. Thanks in advance
  6. I really don't get this... New code: Crashes... I think it's because it's returning null but I did a null != check. So I'm not sure... Plus even if I fix this event I think it will still bug out because Im using minecraft.getMinecraft... How do I fix this! Thanks in advance! This is my jetpack event code: (I did register it with that fmlcommonhandler.register.bus thingy) Crash report:
  7. Hello all! I'm currently working on a mod called eKoop, it adds machines, power and custom tools/armor. At the moment there isn't much stuff but, as time progresses, there will be more. I plan to make it fully support the IC2 and RF APIs. Info: http://lumtech.byethost33.com/mods/eKoop/modinfo.html Downloads: http://lumtech.byethost33.com/mods/eKoop/download.html Modpacks: If you want to create a texture pack/addon for my mod please do but, if possible, put the download link so I can put it on my mod page!* *All credit given to the creator.
  8. BTW - Thanks for not just giving up on me, it's much appreciated! Ok, I'm very very very close ! EDIT: The server crashes even though I've done all the messages :'( It says: If you can please could you post the code I need to do because these messages are so confusing.... My proxy code and jetpack code: Proxy: Please can you help because I've setup messages and it's not working THE CLIENT DOSENT CRASH. But when you said the update code, what code do you mean?
  9. EDIT: I have my key sensor, send to server and receive, anyway, it just says memory leak, top offenders my mod: 100. Also where would I put the code to make the player move? I'm using snw. My code: Thanks! Handler: https://gist.github.com/anonymous/3b51310aa295b8fd8c3e Message: https://gist.github.com/anonymous/95f092beab1d3fd04466 MainRegistry: https://gist.github.com/anonymous/6a442216ed510d724334 Jetpack (key sensor): https://gist.github.com/anonymous/bfcd6131c6343a64e55e
  10. Where abouts do I put the onKeyPressed? I've set up the IMessage and whatnot. Should I put it on onArmorTick so that it checks every tick? I'm really not getting these messages :'( I've done this (It gives a crash): Please can someone help because I really don't fix this is possible....? Thanks! Crash report: https://gist.github.com/anonymous/aac1dce291021eccf470 MainRegistry: https://gist.github.com/anonymous/65177c244948f5a325ed Message handler: https://gist.github.com/anonymous/ad453cbe13f3b9f92c2a Message Class: https://gist.github.com/anonymous/b346dd147aedde0ef271 Jetpack: https://gist.github.com/anonymous/76242c7b70515824361a
  11. OK, thanks! Would I do something like: When key what pressed: send message. When I receive message && message = true: MotionY bla bla bla
  12. The bat file is so you can just press that instead of right clicking whenever you need to export it. I know you can use right click but... Im lazy like that.
  13. Sorry, but how do I approach sending and handling a packet? I've heard of s35packet in tileentity.
  14. One last thing, I can log on to the server and do stuff, however, when I put on the jetpack on the server, this error comes on: (I am using a modpack thats why there are other mods)
  15. Thanks! It seemed to work (the jetpack) but, do you know if what I changed the ePick to is correct?
  16. So do I literally, after doing the instanceof if statement, just replace Player with entity and remove the getMinecraft thingy. If so, how do I cast, sorry, my mod dosen't require much casting so I'm not familiar with it. EDIT: I changed the code to this. (Something is in // to save time) https://gist.github.com/anonymous/d59fc12ec923e7d018c7 will this crash the server? P.S: You said to never use the Minecraft thingy, my jetpack uses it, how do I replace it? https://gist.github.com/anonymous/b6e65790f34ee3ae4bb5
  17. Sorry, I may seem dumb, but, I've wrapped it in an instanceof EntityPlayer, where abouts do I cast it, if so... Cast to what? EntityPlayer or entity? Here it is: https://gist.github.com/anonymous/dccda553bf895c3d115d
  18. This is a short and simple tutorial on how to package/export your mod into a jar file. 1. Fill in your mcmod.info file (OPTIONAL) You can find it in src/main/resources. 2. Go into your file where your: .gradle, .settings, bin and more is stored. 3. Create a text file called "Build". 4. Save the text file as "Build.bat". 5. Edit the "Build.bat" in a text editor, e.g notepad. 6. Type: gradlew build 7. Run it. 8. When it is finished, go into: build/libs and... there you go! ---- When you need to release it again, simply run Build.bat.
  19. I'm trying to make it so that when it reaches a certain durability, it turns in epickdead so I can recharge it. I tried using entity, but, you can't do entity.inventory.
  20. Here ya go: https://gist.github.com/anonymous/8a47cf7bae6e80f332aa
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