olzi Posted August 26, 2023 Posted August 26, 2023 (edited) Hello I have an error that I can not solve which causes another error ERROR : java\net\mcreator\harmorvillager\client\renderer\ArmorRiderTESTRenderer.java:28: error: cannot find symbol super(context, new ModelArmoredRider<>(context.bakeLayer(ModelLayers.PLAYER_OUTER_ARMOR)), 0.5F); ^ symbol: variable ModelLayers location: class ArmorRiderTESTRenderer CODE : package net.mod.harmorvillager.client.renderer; import javax.annotation.Nullable; import com.mojang.blaze3d.vertex.PoseStack; import net.minecraft.client.model.HumanoidArmorModel; import net.minecraft.client.model.HumanoidModel; import net.minecraft.client.renderer.MultiBufferSource; import net.minecraft.client.renderer.entity.EntityRendererProvider; import net.minecraft.client.renderer.entity.HumanoidMobRenderer; import net.minecraft.client.resources.model.ModelLayers; import net.minecraft.resources.ResourceLocation; import net.minecraft.world.InteractionHand; import net.minecraft.world.entity.HumanoidArm; import net.minecraft.world.item.CrossbowItem; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.UseAnim; import net.mcreator.harmorvillager.entity.ArmorRiderTESTEntity; import net.mcreator.harmorvillager.client.model.ModelArmoredRider; import net.mcreator.harmorvillager.client.model.ArmoredRiderArmorModel; public class ArmorRiderTESTRenderer extends HumanoidMobRenderer<ArmorRiderTESTEntity, HumanoidModel<ArmorRiderTESTEntity>> { private final HumanoidModel<ArmorRiderTESTEntity> normal = this.getModel(); public ArmorRiderTESTRenderer(EntityRendererProvider.Context context) { super(context, new ModelArmoredRider<>(context.bakeLayer(ModelLayers.PLAYER_OUTER_ARMOR)), 0.5F); this.addLayer(new HumanoidArmorLayer<>(this, new ArmoredRiderArmorModel<>(context.bakeLayer(ModelLayers.PLAYER_INNER_ARMOR)), new ArmoredRiderArmorModel<>(context.bakeLayer(ModelLayers.PLAYER_OUTER_ARMOR)))); } @Override public void render(ArmorRiderTESTEntity entityIn, float entityYaw, float partialTicks, PoseStack matrixStackIn, MultiBufferSource bufferIn, int packedLightIn) { this.setModelVisibilities(entityIn); super.render(entityIn, entityYaw, partialTicks, matrixStackIn, bufferIn, packedLightIn); } private void setModelVisibilities(ArmorRiderTESTEntity entityIn) { HumanoidModel<ArmorRiderTESTEntity> ridermodel = this.getModel(); ItemStack itemstack = entityIn.getMainHandItem(); ItemStack itemstack1 = entityIn.getOffhandItem(); ridermodel.setAllVisible(true); HumanoidModel.ArmPose bipedmodel$armpose = this.getArmPose(entityIn, itemstack, itemstack1, InteractionHand.MAIN_HAND); HumanoidModel.ArmPose bipedmodel$armpose1 = this.getArmPose(entityIn, itemstack, itemstack1, InteractionHand.OFF_HAND); ridermodel.crouching = entityIn.isCrouching(); if (entityIn.getMainArm() == HumanoidArm.RIGHT) { ridermodel.rightArmPose = bipedmodel$armpose; ridermodel.leftArmPose = bipedmodel$armpose1; } else { ridermodel.rightArmPose = bipedmodel$armpose1; ridermodel.leftArmPose = bipedmodel$armpose; } } private HumanoidModel.ArmPose getArmPose(ArmorRiderTESTEntity entityIn, ItemStack itemStackMain, ItemStack itemStackOff, InteractionHand handIn) { HumanoidModel.ArmPose bipedmodel$armpose = HumanoidModel.ArmPose.EMPTY; ItemStack itemstack = handIn == InteractionHand.MAIN_HAND ? itemStackMain : itemStackOff; if (!itemstack.isEmpty()) { bipedmodel$armpose = HumanoidModel.ArmPose.ITEM; if (entityIn.getUseItemRemainingTicks() > 0) { UseAnim useaction = itemstack.getUseAnimation(); switch (useaction) { case BLOCK: bipedmodel$armpose = HumanoidModel.ArmPose.BLOCK; break; case BOW: bipedmodel$armpose = HumanoidModel.ArmPose.BOW_AND_ARROW; break; case SPEAR: bipedmodel$armpose = HumanoidModel.ArmPose.THROW_SPEAR; break; case CROSSBOW: if (handIn == entityIn.getUsedItemHand()) { bipedmodel$armpose = HumanoidModel.ArmPose.CROSSBOW_CHARGE; } break; default: bipedmodel$armpose = HumanoidModel.ArmPose.EMPTY; break; } } else { boolean flag1 = itemStackMain.getItem() instanceof CrossbowItem; boolean flag2 = itemStackOff.getItem() instanceof CrossbowItem; if (flag1 && entityIn.isAggressive()) { bipedmodel$armpose = HumanoidModel.ArmPose.CROSSBOW_HOLD; } if (flag2 && itemStackMain.getItem().getUseAnimation(itemStackMain) == UseAnim.NONE && entityIn.isAggressive()) { bipedmodel$armpose = HumanoidModel.ArmPose.CROSSBOW_HOLD; } } } return bipedmodel$armpose; } @Override protected void scale(ArmorRiderTESTEntity entitylivingbaseIn, PoseStack matrixStackIn, float partialTickTime) { matrixStackIn.scale(0.9375F, 0.9375F, 0.9375F); } @Nullable @Override public ResourceLocation getTextureLocation(ArmorRiderTESTEntity entity) { return new ResourceLocation("harmorvillager:textures/entities/armoredvillager.png"); } } Edited August 26, 2023 by olzi Quote
warjort Posted August 26, 2023 Posted August 26, 2023 (edited) https://forums.minecraftforge.net/topic/125895-helphello-i-have-an-error-in-my-mod-i-made-a-sword-with-a-better-range/?do=findComment&comment=542502 Quote If you are posting compiler errors you are in the wrong forum. You want a learning java forum. You cannot keep posting these kind of errors in this forum. You need to spend the time to learn java. Buy a book or whatever you need to learn the language. You have the wrong package for that class Quote import net.minecraft.client.resources.model.ModelLayers; import net.minecraft.client.model.geom.ModelLayers; Edited August 26, 2023 by warjort Quote Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.