Everything posted by hydroflame
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[solver] More beacon pyramid blocks
*opens Block.java* /** * Determines if this block can be used as the base of a beacon. * * @param world The current world * @param x X Position * @param y Y Position * @param z Z position * @param beaconX Beacons X Position * @param beaconY Beacons Y Position * @param beaconZ Beacons Z Position * @return True, to support the beacon, and make it active with this block. */ public boolean isBeaconBase(World worldObj, int x, int y, int z, int beaconX, int beaconY, int beaconZ) { return (blockID == blockEmerald.blockID || blockID == blockGold.blockID || blockID == blockDiamond.blockID || blockID == blockIron.blockID); }
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Inventory Reversing [1.6.2]
well spell cannot be an int becasue you cant add method to int but you COUDL store the spellID and whenever someone cast a wand it would check in the SpellLibrary (that you have to create btw) for which spell he is actually casting pseudo code: public class SpellLibrary{ public static Spell[] allSpells; public static void populateLibrary(){ allSpells = new Spell[10]; allSpells[0] = new SpellWtv(); allSpells[1] = new SpellEtc(); allSpells[2] = new SpellMore(); } } onItemUse(){ int spellid = getSpellId(); Spell aboutToCast = SpellLibrary.allSpells[spellid]; aboutToCast.cast(); }
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Inventory Reversing [1.6.2]
which is why you should start by changing spell and cooldown to the nbt, everything will work wonderfully after that
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Inventory Reversing [1.6.2]
*reasearch a bit more in the issue* *suspicious look* *wtfbbq* soooo onItemUseFirst is actually called by a method in ItemInWorldManager which is a class that is mainly used server side ... *suspicious look x2* honestly you should start by changing the cooldown and spell reference to the nbt because its going to cause a butlaod of problem anyway later. and it will probably fix the current one too
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Inventory Reversing [1.6.2]
youll have to use something else then
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Inventory Reversing [1.6.2]
server side thinks what ? nothing ? hmmm try the same print in onItemFirstUse if nothing appears there, that mean onItemFirstUse is never called server side :\
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[solver] More beacon pyramid blocks
then if you know how to override it shouldnt be a problem to understand what i said isBeaconBase is a method btw
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Inventory Reversing [1.6.2]
FMLCommonHandler.instance().getEffectiveSide().isServer()
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Inventory Reversing [1.6.2]
Spell: public boolean castSpellBlockFirstEvent(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ){ if(FMLCommonHandler.instance().getEffectiveSide.isServer()){ System.out.println("server side thinks: "+castBlockFirst); }else{ System.out.println("client side thinks: "+castBlockFirst); } if(!castBlockFirst) return false; if(stack.getMaxDamage()-stack.getItemDamage()>=castChargeRequired){ stack.damageItem(castChargeRequired,player); castSpellBlockFirst(stack,player,world,x,y,z,side,hitX,hitY,hitZ); } return true; } whats the output of thsi ?
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Inventory Reversing [1.6.2]
1 just letting you know onItemFirstUse is called every time a player start usign an item 2 in your ItemWand class you have a int cooldown minecraft is not making a new item for each wand available in the world, so by putting this variable there everybody in the world will have the SAME cooldown can you make a bunch of println and try to see which condition is failing ?
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[solver] More beacon pyramid blocks
yes ... yes... i would expect that [lmgtfy]how to override a method in java[/lmgtfy]
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Hooking chat commands client-side on multiplayer
is there a reason you cannot make the server handle this instead ? else you guys will have to do a coremods (btw handling commands client side doesnt make sens as the server must always make the change and then propagate them to clients)
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First Forge Mod
<citizen> its a bird </citizen> <citizen2> no its a plane </citizen2> <super hero voice = on> [glow=red,2,300]NOOO ITS MAZETAR SUPER HIGHLY DETAILED GUIDE COMING TO THE RESCUE [/glow]</super hero voice>
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Inventory Reversing [1.6.2]
can we see who/what is calling castSpellBlockFirst
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[solver] More beacon pyramid blocks
override isBeaconBase and return true
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Getting the item currently held on the mouse?
modify your first post and add "[sOLVED]" in the title you can also click "lock thread" at the end
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Inventory Reversing [1.6.2]
you're not doing the change server side if(!world.isRemote){ //activate effect }
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[1.6.2] [Solved] Every block of a type updates based on one
nono seriously dont worry about bumping, people do it all the time its not a problem
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[1.6.2] [Solved] Every block of a type updates based on one
bullshit pinned post called : http://www.minecraftforge.net/forum/index.php/topic,5793.0.html but people do it anyway
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[1.6] problem loading textures
error log:
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[1.6] problem loading textures
it was part of the problem public static final ResourceLocation TEXTURES_ENTITIES_NIGHTCRAWLER = new ResourceLocation(MOD_ID,LOC_RESOURCES_TEXTURES_ENTITIES+"/nightcrawler.png"); so yes this is the way to do it but this is expecting a file called "mcp/src/minecraft/assets/necromancy/textures/entities/nightcrawler.png" like your error logs point out double check syntax or your setup is fucked up but i wouldnt think its that
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[1.6] problem loading textures
the obj loader is ok, it's missing a lot of feature Hydroflame guide to textures, nice to meet you im hydroflame btw HINT! [23:56:49] 2013-08-08 23:56:49 [WARNING] [Minecraft-Client] Failed to load texture: necromancy:textures/models/necronomicon.png [23:56:49] java.io.FileNotFoundException: necromancy:textures/models/necronomicon.png now lets take any resourcelocation you declare and lets compare it to the guide: @Override ResourceLocation myImage = new ResourceLocation(String modid, String path); example: ResourceLocation myImage = new ResourceLocation("genericmodid", "you/can/use/any/path/theImage.png");//notice the absence of a "/" at the begining of the path, dont put one it wont work, also note that we are not using a ":" here, its 2 DIFFERENT strings
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[1.6] problem loading textures
www.minecraftforge.net/wiki/Hydroflame_guide_to_textures amazing modders take time to look at tutorials before asking stuff that has been asked 1000 000 times but im actually happy to see that wavefront file (.obj)
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Trouble with mob rendering; mobs only use one renderer per mod.
They are set as the entity ID's. They are not the problem here, as the entities are working absolutely fine. It's just their renderers that are the problem. no sh*t, can we see their declration?a
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Trouble with mob rendering; mobs only use one renderer per mod.
what are Bipedid and Creepid ? like whats their values ?
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