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[1.18.2] Overriding player skin overlay after equipping certain armor


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Posted
13 hours ago, diesieben07 said:

You can use RenderPlayerEvent.Pre to hide these parts of the model. Look at PlayerRenderer#setModelProperties for how to modify their visibility.

Thank you this worked!

Posted
On 8/19/2022 at 3:12 AM, diesieben07 said:

You can use RenderPlayerEvent.Pre to hide these parts of the model. Look at PlayerRenderer#setModelProperties for how to modify their visibility.

I ran into an issue while running it on a server.  https://hastebin.com/qajuvasifo.properties

 

@SubscribeEvent public static void renderPlayerPre(RenderPlayerEvent.Pre event) { if (event.getPlayer().getInventory().getArmor(2).is(ModItems.VAULT_SUIT.get())) { event.getRenderer().getModel().leftSleeve.visible = false; event.getRenderer().getModel().rightSleeve.visible = false; //event.getRenderer().getModel().hat.visible = false; event.getRenderer().getModel().jacket.visible = false; event.getRenderer().getModel().leftPants.visible = false; event.getRenderer().getModel().rightPants.visible = false; event.getRenderer().getModel().head.visible = false; } /// TODO: 8/19/2022 edit statements here for all armor /// TODO: 8/20/2022 Fix server crashing }

this is the code

Posted
2 minutes ago, Luis_ST said:

Move your EventHandler in a client only class, you can achieve this by setting the value "value" in the EventBusSubscriber annotation to Dist#CLIENT.

Doing this fixed the server issue, however now the client wont load https://hastebin.com/yunamudeqi.properties
Code :
 

@Mod.EventBusSubscriber(modid = FalloutMod.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD, value = Dist.CLIENT)
public class ModEventClientBusEvents {


    @SubscribeEvent
    public static void clientSetup(final FMLClientSetupEvent event) {
        ItemBlockRenderTypes.setRenderLayer(ModBlocks.LAMP.get(), RenderType.cutout());
        ModItemProperties.addCustomItemProperties();
        MenuScreens.register(ModMenuTypes.NUKA_COLA_OPENER_MENU.get(), NukaColaOpenerScreen::new);
        EntityRenderers.register(ModEntityTypes.TEST.get(), TestRenderer::new);

    }


    @SubscribeEvent
    public static void renderPlayerPre(RenderPlayerEvent.Pre event)
    {

        if (event.getPlayer().getInventory().getArmor(2).is(ModItems.VAULT_SUIT.get())) {
            event.getRenderer().getModel().leftSleeve.visible = false;
            event.getRenderer().getModel().rightSleeve.visible = false;
            //event.getRenderer().getModel().hat.visible = false;
            event.getRenderer().getModel().jacket.visible = false;
            event.getRenderer().getModel().leftPants.visible = false;
            event.getRenderer().getModel().rightPants.visible = false;
            event.getRenderer().getModel().head.visible = false;
        }


        /// TODO: 8/19/2022 edit statements here for all armor
        /// TODO: 8/20/2022 Fix server crashing
    }


    @SubscribeEvent
    public static void registerArmorRenderer(final EntityRenderersEvent.AddLayers event) {
        GeoArmorRenderer.registerArmorRenderer(UnderArmorItem.class, new UnderArmorRenderer());
        /// TODO: 8/19/2022 Armor renders here
    }



}

 

Posted
8 minutes ago, Luis_ST said:

You register the Class to the ModEventBus but RenderPlayerEvent.Pre and EntityRenderersEvent.AddLayers requires the ForgeEventBus

Wow I feel dumb now XD, tysm for all the help!

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