Ninjusk Posted August 20, 2012 Posted August 20, 2012 So im working on a mod that adds ridable entitys to the game. but in survival when you get off you are telported back to when you got on. that and in LAN the serve is not even aware that that the entity is moving. Currently i do not have anything relating to muiltiplayer, so my question is what do i need to add and how will i go about setting it up? main mod class package net.minecraft.src.GridMod; import net.minecraft.src.*; import net.minecraftforge.client.MinecraftForgeClient; import cpw.mods.fml.client.registry.RenderingRegistry; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.EntityRegistry; @Mod(modid = "GridMod", name = "GridMod", version = "V0.1") @NetworkMod(clientSideRequired = true, serverSideRequired = false, channels = { "TheGrid" } //packetHandler = GridPacketHandler.class //connectionHandler = ConnectionHandler.class ) public class TronBase { public static final Item YellowBaton = new TronItemBaton(201, 0).setItemName("YellowBaton"); public static final Item BlueBaton = new TronItemBaton(202, 1).setItemName("BlueBaton"); public static final Item GreenBaton = new TronItemBaton(203, 2).setItemName("greenBaton"); public static final String items = "/Tron/items.png", blocks = "/Tron/blocks.png"; @Init public void LoadMethod(FMLInitializationEvent event) { ModLoader.addName(YellowBaton, "Yellow Baton"); ModLoader.addName(BlueBaton, "Blue Baton"); ModLoader.addName(GreenBaton, "Green Baton"); MinecraftForgeClient.preloadTexture(items); MinecraftForgeClient.preloadTexture(blocks); EntityRegistry.registerModEntity(TronEntityLightCycle.class, "PlayerLightCycle", 1, this, 250, 5, false); RenderingRegistry.instance().registerEntityRenderingHandler(TronEntityLightCycle.class, new TronRenderLightCycle(new TronModelLightCycle(), 0.5F)); } } Quote
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