
Everything posted by Kokkie
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[1.11] Adding world options
It is yes..? Now the whole button is gone?!?! WHAT?!?! Okay, now the whole button is gone, and the Done button still moves place, like in the code and the code is not being ran (the init gui event, checked by printing in console), code is the same as before..?
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[1.11] [SOLVED] Spawn particles faster than randomDisplayTick
That's because the Tile-Entity only gets updated after you use it, so you need to put it in the blocks class
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[1.11] [SOLVED] Spawn particles faster than randomDisplayTick
Have you made sure it only spawns on client? (if (world.isRemote) { spawn })
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[1.11] Adding world options
It doesn't :'(
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[1.11] Adding world options
Client handler @SubscribeEvent public void onGuiPreInit(GuiScreenEvent.InitGuiEvent.Pre event) { GuiScreen gui = event.getGui(); if (gui instanceof GuiCreateWorld) { List<GuiButton> buttonList = event.getButtonList(); GuiButton giveItem; giveItem = addButton(new GuiButton(11, gui.width / 2 + 5, 187, 150, 20, "Give Items: OFF"), buttonList); giveItem.visible = false; } } protected <T extends GuiButton> T addButton(GuiButton button, List<GuiButton> list) { list.add(button); return (T) button; } @SubscribeEvent public void onGuiPreInteraction(GuiScreenEvent.ActionPerformedEvent.Pre event) { GuiScreen gu = event.getGui(); if (gu instanceof GuiCreateWorld) { GuiCreateWorld gui = (GuiCreateWorld) gu; GuiButton button = event.getButton(); if (button.id == 2) { for (int i = 0; i < event.getButtonList().size(); i++) { GuiButton button1 = event.getButtonList().get(i); if (button1.id == 11) { if ("survival".equals(CheeseUtils.getField(GuiCreateWorld.class, gui, "gameMode"))) { ShouldGiveItems.worldCreateGive = false; button1.enabled = false; } else if ("hardcore".equals(CheeseUtils.getField(GuiCreateWorld.class, gui, "gameMode"))) { ShouldGiveItems.worldCreateGive = false; button1.enabled = true; } else { ShouldGiveItems.worldCreateGive = false; button1.enabled = true; } } } } else if (button.id == 3) { for (int i = 0; i < event.getButtonList().size(); i++) { GuiButton button1 = event.getButtonList().get(i); if (button1.id == 11) { button1.visible = !(Boolean) CheeseUtils.getField(GuiCreateWorld.class, gui, "inMoreWorldOptionsDisplay"); } else if (button1.id == 3) { if (!(Boolean) CheeseUtils.getField(GuiCreateWorld.class, gui, "inMoreWorldOptionsDisplay")) { button1.xPosition = gui.width / 2 - 155; } else { button1.xPosition = gui.width / 2 - 75; } } } } else if (button.id == 11) { if (!ShouldGiveItems.worldCreateGive) { button.displayString = "Give Items: ON"; ShouldGiveItems.worldCreateGive = true; } else { button.displayString = "Give Items: OFF"; ShouldGiveItems.worldCreateGive = false; } } } }
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Furnace Dude
Just to clarify: change BlockFurnace.setState(...) to WonkaFurnace.setState(...)
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[1.11] Adding world options
So, I've now got it all working, but when I resize the screen while the gui is up, my button disappears and only reappears when I 'reload' the screen Anyone knows how to fix this?
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[1.11] Adding world options
So.. where do I put it?
- [1.11] Adding world options
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[1.11] Adding world options
Do you know a global variable that I can use?
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[1.11] Adding world options
What do you mean with a global variable?
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[1.11] Adding world options
So I've got the capabilitys, now how do I set the world capability to whatever I set in the world options?
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[1.10.2] Help with Custom Armor from Blender
https://github.com/seanrowens/oObjLoader
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[1.11] Adding capabilitys
It works, thanks!
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[1.11] Adding capabilitys
I want to add 2 capabilitys, both are booleans and the first is tied to a world, if there was a setting set or not, and the other is tied to players/entities, if they have already had items or not, for more detail look at this: http://www.minecraftforge.net/forum/index.php?topic=44222.0
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[1.11] Adding capabilitys
Hello, how can I add a capability?
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[1.11] Stop rendering layer
OOH, Thanks!!!
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[1.11] Stop rendering layer
No, I see where you're going, 'just use a resourcepack then', I'm making this mod for someone and I don't want him to have to download a resourcepack And if my mod gets famous Won't happen but still then I also don't want to let everyone also download a resourcepack
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[1.11] Stop rendering layer
No, well sort of, let's just say no
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[1.11] Stop rendering layer
I know, but can I change it in the code?
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[1.11] Stop rendering layer
BTW: only for players
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[1.11] Stop rendering layer
Hello, I want to change the texture of the elytra, but for that I need to stop rendering the vanilla Elytra layer
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[1.8+]PixelScrolls Textures needed
I don't think this is a modder support thing, because this board is for if you have a problem with code
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Blocks and Items not registering
It's probably something with the code. OMG I LAUGHED SO HARD
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[1.11] Adding world options
Okay, I'll try
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