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xTimPugz

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Everything posted by xTimPugz

  1. It does not work, I did not find any method regarding this, 1.7.10 is not supported by this either it seems.. But let me pose another question, how is the armor attached to the ModelBiped? To what piece? Thank you
  2. Ah okay, thank you! I'll update you guys.
  3. It has nothing to do with armor, as it's not my armor The issue is with the mob (Sauron in this case) having the Morgul armor on his body too low, because the model has been made larger. I basically try to make the armor expand too so it perfectly fits.
  4. Hello everyone Could anyone tell me his to do this, setting the armor location? I tried setting the bipedHeadwear as child of Head (of my custom model) but that's not working. For anyone intrested, I'm currently adding Sauron to the game It will be very nice if I get the armor working.. Speaking about the armor, the helmet is a techne modelled one from another mod, but the other 3 pieces aren't. Thanks!
  5. Hmh. I'll see if I can find a way to get these particles removed when using the normal Potion, perhaps that will work.
  6. I made some sort of effect system to add multiple effects with commands and such, but basically the invisibility effect is just calling the player.setInvisible(true); method, to prevent particles.
  7. Thank you guys it's fixed now. I did a check if it was calling from Server Side. One thing though, invisibility tends to flash suddenly... Any idea why?
  8. Pardon that "!". I just added that in the code and forgot to remove it. (with the reversed boolean it crashed, for anyone wondering! ) Ah I see now. So I can basically just add the PotionEffects in the PlayerTick event directly? Thanks!
  9. I see where we are going to. This concept had me confused for a while now. I thought, that for security the potion effect must be added by the server? (And it does send to the server, check the registration of the IMessage and its handler). Thanks
  10. Current Tickhandler: MessageHandler and Registry of the message
  11. Hello The question is simple this time.. What is the best TickEvent for potions? I noticed that my PlayerTick is way slower than the ServerTick, and so it flashes the PotionEffect. Thanks
  12. Hello Thank you I'll leave this question open in case someone has another response to add. Regards
  13. Alright, thank you for the help. One last question, do you if a Packet Handler is needed for this?
  14. Yes, 1.7.10. It's really unsuported, I know. But no other option exists as the mod I cooperate with only exists for 1.7.10 and I'd really like to add some sweet content to the game!
  15. Hello Like the title says, the inventory contents are not being saved after a relog. I use an unsupported version of Forge, though. If this system has changed during the update after 1.7.10 feel and no one knows the answer, free to delete this thread. (If the answer has been given please do not delete this, as it might help others out) Basically I have made a Container and GuiScreen which are opened by a keypress. It's all opening and such, and everything kind of works except for the fact that my inventory is not saving itself after a reload. I probably messed up somewhere. Here is the code... IExtendedEntityProperty: IInventory I also use a PacketHandler, yet I do not really know why I have to use it... In case anyone is wondering; this will be custom EntityPlayer inventory, used to store rings And yes, I do know I'm still using the examplemod package and such. This is my playground project. I did my best formatting this post, please be gentle! Thank you and sorry for the long thread. EDIT: I fixed it, basically when getting an instance of an NBTTagList you can use a cast from NBTBase to NBTTagList. First I tried it with compound.getTagList("ringInventory", but that did NOT work for whatever reason. If you know why it did not work, please comment and I will add it to the answer.
  16. Alright guys, thank you for helping!! Will mark as solved now.
  17. Thanks for the quick reply. Mind explaining to me, how can I debug Forge using Intellij? Thank you
  18. Hey Basically I'm developing a mod which needs a custom user-interface. The problem is, I could take the one from default vanilla and edit it so it only have what I need, but that would take a lot of trying to adjust the slot location accordingly. What is the best approach for this? Thank you!
  19. Thank you for the correction. Great replies, I will mark it as solved now. Regards
  20. That does actually make a lot of sense! I am also guessing the Forge (Or pretty much any Minecraft server software) kind of.. Protects us against the client forcing code to execute? Thank you!
  21. Hello I seriously care about security for the mods I code so players do not get an unfair advantage. Something keeps spooking my mind, how does networking actually work? Can't someone just edit a mod and change the piece of code so the client can excecute server code and so manipulate for instance his/her location or where he / she is looking/shooting at? EDIT: I will post my code on GitHub soon, open source is great!! Thank you for the responses that I am sure will come! ( )
  22. It isn't. I used Techne to generate the Java file for the model. Thank you
  23. I used it, but now the issue is it won't appear in the inventory... And not when held in hand. Thank you for your quick reply!
  24. Hello As the title says, what are these steps? I find many tutorials extremely confusing. One says I have to use the TESR, others tell me to use a class implementing IItemRenderer. My Forge version is 1.7.10, and yes I know this isn't supported anymore, but there must be some people who still remember? Or perhaps the Forge version doesn't really matter and the procedure is the same? Thank you for reading and hopefully someone is able to answer my question!
  25. The mod I need to edit is written with that version I'm afraid.
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