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[1.10.2] Where I can take the music from Eclipse-built project?
Oh, thank you! Crap, that's where I has mistake! I thought it is a new music, but this one is playing only in creative mode, I never played one on my current installed MC! LOL.
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[1.10.2] Where I can take the music from Eclipse-built project?
That strange question needs to be clarified. When I running a game built in Eclipse workspace, it plays a lot of new, different abient tracks which I never heared in my Minecraft that I use to play. The game is up to date, but Resource folder contains only old music, 12 tracks total. I tried to dig in Forge folder that should contain whole Example project, but found nothing.
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[SOLVED][1.10.2] The Nightmare of Variants registering
Ok, I just hardcoded all names into array and pushed it to ItemMultiTexture to register and got 4 correct ItemBlocks in creative inventory, that's better than nothing. Now I'm scratching head - how I should name correct .json for model and how to point at textures to put on? I have no such problems with single block w/out metas, it was easy, but the same way isn't working here.
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[SOLVED][1.10.2] The Nightmare of Variants registering
That's true, but I'm in search of set-and-forget method which I can feed with any Block-extending object in future and not to hardcode an array of it's meta names, enlarging code by another 10-20 lines.
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[SOLVED][1.10.2] The Nightmare of Variants registering
I'm entangled a bit. That move gives me int of every meta through loop section, but I can't find a way to convert it to meta's name. block.getStateFromMeta().toString() is deprecated and crashing Minecraft.
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[SOLVED][1.10.2] The Nightmare of Variants registering
Isn't it return an array of IBlockState?
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[SOLVED][1.10.2] The Nightmare of Variants registering
I'm not stupid at all. I just asking, how I can obtain list of all meta's names? If I using while cycle with names[ i ] = BlockNewStoneBricks.BrickType.byMetadata(i).getName(); throwing an excrption, so I just can't find any way to proprly obtain name of all metas as array. Of course I can register them manually, but hardcoding isn't our way, right? Also, what if I would have 10, 20 blocks with 3 to 10 metas each?
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[SOLVED][1.10.2] The Nightmare of Variants registering
Yes, I looked at this class but cannot understand how to obtain string[] with names by metadata (Block class are not providing methods for that) or even how to feed it's constructor with proper Function<ItemStack, String> (the Guava docs explaining this last one function, but it is too hard for me). Sorry, I'm new to Java, only used C# before and I'm not so experienced programmer =(
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[SOLVED][1.10.2] The Nightmare of Variants registering
My Java-sense tells me nothing, master... =( I have no idea where to take an array of names for every meta of my block, it not provides any public functions for that.
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[1.10.2] Edit base knockback.
Of course I do =) I just edited swing distance and made it wider to match hammer's size, weight and low attack speed. Maybe I should change the swing and hit sounds too.
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[1.10.2] Edit base knockback.
Thank you so much! It's working perfectly when I just copy-pasted the section inside if(flag3) and changed entries to attacker and target. Well, now only knockback remains, I think I can win it
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[1.10.2] Edit base knockback.
Hm, as I realize, the swing is hardcoded in EntityPlayer method attackTargetEntityWithCurrentItem, and there is section that checking if (itemstack != null && itemstack.getItem() instanceof ItemSword). How can I change it through overriding Item's hitEntity? Maybe this question looks noobish, but I missing something there and cannot understand...
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[1.10.2] Edit base knockback.
Would be nice to edit this falue, for ex., to make stronger knockback from custom weapon - Hammer. But I didn't found any proper way to it =( Also, anybody know how to apply a wide swing to custom weapon, like vanilla swords have?
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[SOLVED][1.10.2] The Nightmare of Variants registering
Hi there! I impacted the same problem with registering render for block with meta. Can you please explain, how you're applied this ItemMultiTexture? My situation is: I can spawn my blocks via code by pointing any proper VARIANT (using tools or items I created for this, like "Pile of Moss" to convert Chiseled Stone Brick into my new custom Chiseled Mossy Stone Brick), but in Creative inventory my blocks shown as one "empty" cell (actually no model/texture shown) and three placeholders. So I need to register render for all my metas somehow, also I need to create proper .json for it (which name I should use? no idea...).
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[1.10.2] Absolutely noobish Q.: How to properly register new Block?
Ok, I thought same way, but stuck when tried to loop through all metas -didn't found how to get every meta as int one by one if, say, we have no idea which block will be registered and how many metas it will have.
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