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Skullmassarce7

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Everything posted by Skullmassarce7

  1. One question, what version was this gun mod made for?
  2. I really want to make a gun mod but I am unsure how to make a magazine with a shooting gun. Also with a GUI telling you how many bullets you have left. Can someone teach me how please? I am willing to reward whoever helps me successfully make a gun mod (Only 1 gun is needed, I can figure it out on my own for other guns).
  3. How do I do that? P.S. I need a full tutorial as I am a complete n00b at this
  4. So I am working on a furniture mod that consists of many things. One of them being chairs, I am unsure on how to make a player sit in it. I have the model, directional facing, texture, etc. all done. I just cannot seem to figure out how to make it mountable. May someone please explain to me how to do it? For any developer's reference, here is my chair code: [embed=425,349]package com.skm7.test.blocks; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.block.properties.IProperty; import net.minecraft.block.properties.PropertyDirection; import net.minecraft.block.state.BlockState; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.EntityLivingBase; import net.minecraft.util.BlockPos; import net.minecraft.util.EnumFacing; import net.minecraft.world.World; public class Chair extends Block { public static final PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL); public Chair(Material materialIn) { super(materialIn); this.setDefaultState(blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH)); } @Override public IBlockState getStateFromMeta(int meta) { EnumFacing facing = EnumFacing.getFront(meta); if(facing.getAxis()==EnumFacing.Axis.Y) { facing=EnumFacing.NORTH; } return getDefaultState().withProperty(FACING, facing); } @Override public int getMetaFromState(IBlockState state) { return ((EnumFacing) state.getValue(FACING)).getIndex(); } @Override protected BlockState createBlockState() { return new BlockState(this, new IProperty[]{FACING}); } @Override public IBlockState onBlockPlaced(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer) { return getDefaultState().withProperty(FACING, placer.getHorizontalFacing().getOpposite()); } @Override public boolean isOpaqueCube() { return false; } }[/embed]
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