Everything posted by Spyeedy
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My forge won't install help me pls
What @diesieben07 mean is that what is your computer running on? Windows or Mac? If windows, which version, xp, vista, 7, 8, 8.1, 10? Idk about Mac though
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Storing per-player data in capability
Wait what? I set up the methods correctly? getter and setter for the boolean? Anyway, I needed another pair of eyes to see if I setup the capability for booleans correctly. Do I attach the capability to the player in this case with the toggle state?
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Storing per-player data in capability
Did you read the first line of the first paragraph? Or the questions paragraph?
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Storing per-player data in capability
Ok, so I'm creating a boolean capability and I'm not so sure if I have setup the boolean capability correctly. Now, what I'm trying to do here is to store the toggle state of the player's increased running speed in a capability as suggested here. So now that intro is done, the questions! How do I retrieve the boolean from the capability? What changes do I need to make to my KeyBindingEvent (that's where the toggle state is occurring. P.S. it's located in client/handler)? Do I attach the capability to the player? Annd my code! Here's the link. Directions to the classes: IBooleanData (that's the name of the capability) is located in common/capabilities. UpdateBooleanData (name of the packet that is sent to the client to update the data) is located in common/network/client Well, I think that's all you guys need. If you need more info, tell me in your reply and I will add them to the directions list here.
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[1.11.2] Rendering Custom Armor Model
No problem, my first attempt at 3D armor models was horrifying to say. You really don't want to know what happened
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[1.11.2] Rendering Custom Armor Model
Firstly, you are adding your boots as child of the legs hence they share the same rotation point and your setting your rotation point in your boots hence why your boots moved down. Change the float value of your rotation point all to 0. Secondly, why are you rendering your boots again when you've rendered with addChild?
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Right Click to post Client side chat
You need to pass an instance of a class that implements ITextComponent in playerIn.sendMessage. In this case, the class you will want to pass an instance of is TextComponentString. If you do not know what an instance of a class means, look it up. Google is your friend. You were exepected to know Java when you came here asking for help.
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[1.10.2] Problems with custom slot in GUI on both client and server
Yeah, I should use a different variable for the int. What do you mean adding my custom slot last? You mean moving it to the last line of the constructor?
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[1.10.2] Problems with custom slot in GUI on both client and server
No lol, it's a GUI meant to be opened with a keybind. GUI opening with a keybind works, the problem is my sword dragging/shift clicking into the custom slot. Look at the gifs in the spoilers and you will understand what I mean.
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[1.10.2] Problems with custom slot in GUI on both client and server
Bump, does anyone knows what is causing this weird, strange stuffs to happen? Anyone?
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[1.10.2] Problems with custom slot in GUI on both client and server
On the client, for some reason, the GUI makes a "ghost" copy of the sword when I shift click/drag the sword from the player's inventories to the custom slot. How do I know that is a "ghost" sword? Simple, when I drag the sword from it's resting place to the player's inventories, it magically disappears. SHIFT CLICK FROM PLAYER INVENTORY TO CUSTOM SLOT.gif DRAG FROM PLAYER INVENTORY TO CUSTOM SLOT.gif DRAGGING FROM CUSTOM SLOT.gif SHIFT CLICK FROM CUSTOM SLOT.gif In multiplayer, this weird magical stuffs doesn't happen except for 3 things. [*]When I shift click the sword in the player's inventories, the sword is moved into the custom slot but instantly gets kicked out of the slot. [*]When I drag the sword in the player's inventories, the sword is accepted in the custom slot, no getting kicked out of the slot. [*]When I shift click the sword in the custom slot, it moves into the player's inventory BUT the sword's stack in the custom slot indicates 0. Screenshot of that provided: Screenshot: Well, now for the code, Gist here.
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[1.10.2]Replacing 1.8.9 methods
What was Block#getStateForEntityRender? and EntityPlayer#getHeldItem(EnumHand) or something like that. Both For EntityPlayer#getHeldItem(EnumHand), which one do i call? The main hand or the off hand? That depends is your function for both, main, or off? Then you need to check both. Using &&? So it would be thePlayer.getHeldItem(EnumHand.MAIN_HAND).getItem() != null || thePlayer.getHeldItem(EnumHand.OFF_HAND).getItem() != null?
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[1.10.2]Replacing 1.8.9 methods
What was Block#getStateForEntityRender? and EntityPlayer#getHeldItem(EnumHand) or something like that. Both For EntityPlayer#getHeldItem(EnumHand), which one do i call? The main hand or the off hand? That depends is your function for both, main, or off?
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[1.10.2]Replacing 1.8.9 methods
What was Block#getStateForEntityRender? and EntityPlayer#getHeldItem(EnumHand) or something like that. For EntityPlayer#getHeldItem(EnumHand), which one do i call? The main hand or the off hand?
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[1.10.2]Replacing 1.8.9 methods
Hi all, what is the replacement for Block#getStateForEntityRender and EntityPlayer#getCurrentlyEquippedItem?
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[1.10.2] Steering Entity
A packet you are saying? or an event handler?
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[1.10.2] Steering Entity
What I am trying to achieve with my custom entity is that the player can steer it like Green Goblin's Glider. So what I have managed to do so far is getting the player to be riding the entity. Here's what the problem lies, I don't know what I need to do to get the player to fly the entity. Also, the entity cannot be pushed like the pigs can be pushed. Code below.
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[1.8.9] Game Crashes when trying to spawn custom particle
I see, I will try with the new understanding of the parameters of the renderParticle and see if removing tes.draw() works,
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[1.8.9] Game Crashes when trying to spawn custom particle
My game crashes when it tries to spawn my custom particle. From what I can tell of my crash reports, the crashing has got something to do with my rendering of my particle. What I am trying to render is lines like Flash's lightning trail. Crash report: Class here.
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[1.8.9] Rotate player's model
In the RenderPlayerEvent.Pre get the model object for the player, then call set rotation. If that doesn't work I do not believe it is possible at the moment though another thing I would try is In Pre run a GL call to roatate and then in Post undo the rotation. You mean access the model through the event?
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[1.8.9] Rotate player's model
How do I rotate the player's model when he's running up the wall like the Flash?
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Creating an item with eclipse: Not working
Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 2 column 2 There is an error in your JSON file, at line 2. Show us your latest version of your JSON file and please put your logs, code and json in the tags. [code][22:43:51] [Client thread/ERROR] [FML]: Exception loading model for variant hdm1:ItemFlash#inventory for item "hdm1:ItemFlash", blockstate location exception: net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model hdm1:ItemFlash#inventory with loader VariantLoader.INSTANCE This error pops out meaning you made mistake in naming either naming your JSON file or setting the name in your registering class. I can barely read your code, please put them in spoiler and code tags if you are going to show multiple codes. This would make your post neat. But by skimming over your code it appears your code has some resemblance to MrCrayfish's 1.9/1.10 tutorials. Are you following his tutorials?
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[1.8.9] TESR's collision box and bounding box
What do you mean?
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[1.8.9] TESR's collision box and bounding box
How do I set my TileEntitySpecialRenderer's collision box and bounding box to be bigger than the pre-set boxes, 2 x 1 (height x area)?
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[1.8.9] Item metadata
Thanks diesieben07! It worked!
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