Everything posted by hydroflame
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Remove Name Tag Mod
basicly yes or you could have a hashmap<String, Boolean> to make things simpler
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Animated parts on GUI
sorry, my magic remote code viewing decide is at home right now, can you show us what you tried and some code ?
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Custom Renderer with Transparent textures
When using regular model rendering with boxes all the alpha channel from the textures is removed. <superhero talk type="echo"> [glow=red,2,300]Tessellator to the rescuuuuuuuuuuuue Yes the Tessellator will fill your every needs you can set transparency! you can use images with alpha channel yes the tessellator is great and the best is: ITS FREE [/glow] </superhero talk> please refer to your nearest tessellator example in code jeez wtf is wrong witht this guy ^^ anyway if you want a tessellator example i can make you one
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A question about Datawatcher and entities
wait wait, you guys telling me that entityID ISNT always refering the same entity server and client side ? like suppose i spawn a new derpysquid entity, it *might* not have the same entityID on both side, if not what are you suppose to use to sync entities ? (you mentionned a UUID earlier :\)
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Inventory Open [1.5.2]
@GotoLink, i was using tickhandler to draw stuff before the RenderGameOverlayEvent was made. (jeez that sounds hipster) and afaik you cant interract with it. so i think its worth to note that you will only be able to look at this GUI and not interract with it
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Collision Bounding Box
well if i was doing it (and by that i mean it might not be the best way) id make the 2nd block another kind of block with a special bounding box, and that block could never break or at least it would also break the "base" of the cannon/ the other part
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Collision Bounding Box
no that the thing, the door itself is 2 block, not 1 if you really need a 2x1x1 hitbox make a fake block that is "attached" to your primary
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Collision Bounding Box
short answer, you cant make bounding box that have different xSize and zSize
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using wavefront files (obj)
yes i approve that the string you pass must be starting from the root of the jar/zip file tested and confirmed and no minecraft doesnt like normals since its lighting system isnt a per-pixel shader
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NBT's are not saving or saving too soon when the game is quit
inside this one: public void onPacketData(INetworkManager manager, Packet250CustomPayload packet, Player player)
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NBT's are not saving or saving too soon when the game is quit
well for 1 i suggest you use the packet read/write class i made, they are in this tutorial at the every begining http://www.minecraftforge.net/wiki/Organising_packet_handlers they make code much clearer basicly all you have to do is PacketWriteStream stream = new PacketWriteStream(); stream.put(tileEntityX); stream.put(tileEntityY); stream.put(tileEntityZ); stream.put(height); Packet p = stream.makePacket("channel"); PacketDispatcher.sendPacketToServer(p); and server side: PacketReadStream stream = new PacketReadStream(originalPacket); int x = stream.readInt(); int y = stream.readInt(); int z = stream.readInt(); double height = stream.readDouble(); and then somethign like World world = //get a world reference world.getTileEntityAt(x, y, z).setHeight(height); sry i gtg IRL gl (ill be there later so post question if you still need some help)
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My tutorial mod is crashing...
i misunderstood that for, "im trying to make a release" in your eclipse workspace do you have the net.* package ? (net.minecraft.*)
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NBT's are not saving or saving too soon when the game is quit
my tips were PURELLY informationnal btw, you are free to do wtv u want with them and yes you are still required to send the change to the server because if you don't the server (the guy that decide everything) doesnt know that the TE values have changed i beleive my 2 tutorial will help you
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My tutorial mod is crashing...
no in eclispe you can press the green arrow and everything should be fine
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Explosion Leaves Behind Invisible / Non-Existant Blocks
1 why so many try catch ? 2 is this class registered in your main mod class ? (if yes good) 3 try if(!event.player.worldObj.isRemote){ //code to spawn wtv you want }
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Explosion Leaves Behind Invisible / Non-Existant Blocks
are you calling this from server side ?
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NBT's are not saving or saving too soon when the game is quit
update your code, not sure which version is the right one, also feel free to give a thank you to whoever helped you (i actually legit dont know what fixed your code, and who fixed it)
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My tutorial mod is crashing...
oh i know yeah basicly you're not following the correct procedure to release a mod ok so once your code is all good (and it works in eclipse) goto mcp/ run recompile.bat (.sh if you're on linux) run reobfuscate.bat (.sh if you're on linux) goto mcp/reobf/minecraft/ zip everythign in there (ZIP, not rar, 7z, tar.gz, tar.bz etc) rename the file to yourmodname.jar place that jar into .minecraft/mod run minecraft
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Cooldown
PlayerInterractEvent has many subevent, what exactly are you trying to do (my suggestion only applied to ex: reset the world time every 10 sec, heal a random person in the server every x sec)
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Cooldown
an event? what kind ? you coudl always make a IScheduledTickHandler every 20*x tick x = number of second
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My tutorial mod is crashing...
which IDE are you using ? the error is NoSuchFieldError meaning at compile time it find it, but at run time it doesnt, here with forge we have something called obfuscation (something i dont know if bukkit does) but basicly this mean that we will change the names back to their original when were done coding so net.minecraft.client.Minecraft class becomes "jd" (or something similar, 2-3 letter), basicly if you're using a special IDE you might be doing things weirdly and it obfuscate the code before you run it, meaning that commandBlock becomes something else eclipse ?
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My tutorial mod is crashing...
yay go forge , boo bukkit but you forgot to post it edit can we have logs (i dont know just by looking at it)
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NBT's are not saving or saving too soon when the game is quit
try { return (TileEntity)theTileEntityClass.newInstance(); } catch (Exception e) { throw new RuntimeException(); } this seems overkill: public class TileEntityGravityLift extends TileEntity <-- cant you just return new TileEntityGravityLift(); (if you know what you're doing, can i ask which different tile entity you intend to use for the same block, out of curiosity , also, if you are going to use more then 1 type of tile entity on the same block (weird but ) you coudl do something like this in your constructor: public class BlockGravityLift extends BlockContainer implements BlockProxy{ public TileEntity theTileEntityClass; public BlockGravityLift(int id, Class<? extends TileEntity> theClass){ theTileEntityClass = theClass; } public TileEntity createTileEntity(World world, int meta){ try{ return theTileEntityClass.newInstance(); }catch(Exception e){ System.out.println("this will only print if the TileEntity doesn't have a 0 argument constructor"); } } } because Class<? extends TileEntity> mean that it will crash at compile time if its not a subclass of TileEntity public class TileEntityGravityLift extends TileEntity { private String aString; public Double height = new Double(0.0D); are you using the Double object elsewhere? because you could probably use the primitive type "double" (without the capital) protip, you can transform number into string by addign the empty string ("") to any primitive type: double d = 5; String dToString = d+""; you still have to use the parse method to revert to primitive type not code impacting at all, but your button have weird name: private GuiButton decByPointZeroOne;//-0.01 this guy here private GuiButton decByPointOne;//-0.1 private GuiButton incByPointOne;//+0.1 private GuiButton incByOnePointZero;//+1.0 public void initGui() { super.initGui(); this.buttonList.clear(); in this case it doesnt matter but if you were extending someone else gui that was doing stuff in its initGui(), the method clear() would wipe all his changes btw MineMaarten is right, you need to sendPacketToServer, not sendPacketToAllPlayers, you want to tell the SERVER that you have changed the tile entity also send the x, y, z of the tile entity, the server doesnt know which block you're talking about and finally you might want to also send the dimentionID to prevent a very rare vanilla bug from happening i prefer to use Packet250CustomPayload // that only a matter of opinion, sorry heres 2 tutorial i made that could help synchronizing tile entities: http://www.minecraftforge.net/wiki/Synchronizing_tile_entities organising packer handlers: http://www.minecraftforge.net/wiki/Organising_packet_handlers warning, i dont explain basic java in there
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Mod textures for 1.6.2?
top right of this screen theres a search button, we already answered a ton of thread about this can you search first, try some things and if you still have problem come back with what you tried and what you are having trouble with ? thank you
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Help with container clicks
basicly if it hovers over a certain slot it switch the itemstack ?
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