Jump to content

Recommended Posts

Posted

is there any kind of event listener in some hidden part of forge that will pop up when a block is broken ?

i've checked in the world events and in the entity , entity living , and entity player , but the closest thing is the start to break , witch i dont want to use cause it'd cause lots of exploding guns.

 

now just to clarify i don't want the event to be on a block , cause i'm checking if an item the player has is in their hand when they break it , not ,for example, if should the block explode if not harvested properly.

 

what i want to do is make it so if some one breaks a block with a gun , the next time the gun is used it will explode in their hands.

Posted

Put your check in func_77660_a (I don't know it's non obfuscated name, it has that name in my de-obfuscated code) for the gun. That method is what damages the tool when it finishes destroying a block.

 

    public boolean func_77660_a(ItemStack par1ItemStack, World par2World, int par3, int par4, int par5, int par6, EntityLiving par7EntityLiving)
    {
       //Returns true when a block is broken
       boolean result = super.func_77660_a(par1ItemStack, par2World, par3, par4, par5, par6, par7EntityLiving);
       if(result == true)
       {
           this.setGunToExplode();
       }
       return result;
    }

 

 

You can also make it happen on hit by putting your check in getStrVsBlock code for the gun.

    public float getStrVsBlock(ItemStack par1ItemStack, Block par2Block)
    {
        if(par2Block != null)
        {
              //We are hitting against a block
              if(par2Block.blockMaterial != Material.colth)
              {
                     //If we hit any material other than ones that are cloth based, set the explode flag.
                     this.setGunToExplode();
              }
        }
        return 1.0F;
    }

Posted

didnt see that but i fixed it when typing it in any ways

the problem is the super.func_77660_a() always returns false

its hard coded that way in the parent . so i just made it so when ever it calls that function to make the gun be set to explode

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.