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Posted

Override the hitEntity function in ItemSword, and make it play your sound.

If you really want help, give that modder a thank you.

 

Modders LOVE thank yous.

Posted

Im assuming this is the  hitEntity thing in the ItemSword that you mean.

 public boolean hitEntity(ItemStack par1ItemStack, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving)
    {
        par1ItemStack.damageItem(1, par3EntityLiving);
        return true;
    }
    

but how would I add sound to it? :)

Posted
  On 7/17/2013 at 10:32 PM, Mazetar said:

entityLiving.WorldObj.PlaySoundAtEntity();

look into the play sound methods of the world obj.

thank you but does that go into the previous code up above or all on its own? And what is "world obj"? sorry.
Posted

how did you connect world obj to the sound method for a zombie? O.o?

 

The world would be the world that the zombie is in!

  Quote

If you guys dont get it.. then well ya.. try harder...

Posted
  On 7/18/2013 at 10:47 PM, Mazetar said:

how did you connect world obj to the sound method for a zombie? O.o?

 

The world would be the world that the zombie is in!

God sorry im stupid!  :P So do I have to declare the world then the (command) for sound and then the path for the sound? btw thanks for helping me :)
Posted

No you have to use the world object already declared by the entity.

The entity will have a world declared as it needs to know where it is in the game :P

 

It sounds like you aren't too well traversed in object oriented programming? :)

 

you need to use the world in order to play a sound at a location.

Then you can use the sound you mentioned earlier for example:

entityLiving.WorldObj.PlaySoundAtEntity(entityLiving, "mob.zombie.say",1.0F, 1.0F);

using that inside the hit method would make it play that zombie sound on hit.

  Quote

If you guys dont get it.. then well ya.. try harder...

Posted
  On 7/19/2013 at 3:31 AM, Mazetar said:

No you have to use the world object already declared by the entity.

The entity will have a world declared as it needs to know where it is in the game :P

 

It sounds like you aren't too well traversed in object oriented programming? :)

 

you need to use the world in order to play a sound at a location.

Then you can use the sound you mentioned earlier for example:

entityLiving.WorldObj.PlaySoundAtEntity(entityLiving, "mob.zombie.say",1.0F, 1.0F);

using that inside the hit method would make it play that zombie sound on hit.

Yeahhh im super new to modding I have much to learn :). So just to clarify the "entityLiving.WorldObj.PlaySoundAtEntity(entityLiving, "mob.zombie.say",1.0F, 1.0F);" goes into  public boolean hitEntity(ItemStack par1ItemStack, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving)

    {

        par1ItemStack.damageItem(1, par3EntityLiving);

        return true;

    }

 

Thank you so much for helping me out :)

 

 

Posted

Yeah I had the feeling you where new to this and about to waste countless hours on modding :)

 

You are free to do so of course but there is a faster way to learn to be a great modder than struggling like this, if you care to know? :)

  Quote

If you guys dont get it.. then well ya.. try harder...

Posted
  On 7/19/2013 at 9:40 AM, Mazetar said:

Yeah I had the feeling you where new to this and about to waste countless hours on modding :)

 

You are free to do so of course but there is a faster way to learn to be a great modder than struggling like this, if you care to know? :)

Yes you already know i was about to waste my time lol! And I would love to learn more!  :)

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