Jump to content

Recommended Posts

Posted

I realize no one is going to spoon feed me the code, all i know is i need to make a custom entity but other than that i have no clue and no class has a beam

Posted

All i'm seeing in that class is the texture location and the "this.bindTexture(field_177117_k);" i'm kind of confused where the actual beam comes into play, wouldn't that be in the entity class where the guardian shoots the beam at the player?

Posted

is it because of this

 

if (!par2World.isRemote)

{

            par2World.spawnEntityInWorld(new EntityFlames(par2World, 0.0, 0.0, 0.0));

}

 

should i get rid of the if statement

Posted

Well, now that you've spawned the entity, you need to tell it what to look like (how to render). So, you need to make a class which extends Render, and bind it to your entity with:

 

RenderingRegistry.registerEntityRenderingHandler(EntityFlame.class, new RenderEntityFlame());

 

Hope this helps!

- Romejanic

Romejanic

 

Creator of Witch Hats, Explosive Chickens and Battlefield!

Posted

I already did that, if you look above i listed all of my classes.

 

Flame Staff: http://pastebin.com/JjNSnmwr

 

EntityFlames: http://pastebin.com/y0z8LHUa (I extended the entity by EntityArrow, don't know if thats wrong)

 

RenderFlames: http://pastebin.com/rqtENPX7

 

MainClass: http://pastebin.com/54QiyPEe

 

ClientProxy: http://pastebin.com/qY8FzLPx

 

I already made the Render class and i already have the registry in the client proxy. But it still wont render the beam.

Posted

Hi

Spawn the entity at the player (make sure your entity's construcor has world and player parameters).

par2World.spawnEntityInWorld(new YOURENTITY(par2World, par3EntityPlayer));

EDIT: Use this and extend EntityThrowable (unless you specifically want an arrow type projectile):

public YOURENTITY(World par1World, EntityLivingBase par2EntityLivingBase)
{
    super(par1World, par2EntityLivingBase);
}

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

Posted

You can solve the burst issue one of two ways. The first is to extend the range of the beam so that they match up when fired. The second way is to stop rendering the beam with the entity and render it based on position.

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

    • The game crashed whilst unexpected error Error: net.minecraftforge.fml.ModLoadingException: Advanced Mining Dimension (mining_dimension) encountered an error during the done event phase
    • Here is the end of the log. it was way too big to put in pastebin, but I started from when I was online and everything was fine. Error should be in here: https://pastebin.com/Sdhdq593
    • Update: I stand corrected as I was able to dig up a relevant log from my earlier testing which highlights the overall issue but does not explain how to solve it. See, Diagnostic Logs for pack.mcmeta not found: https://pastebin.com/LXS8Rtna
    • Which mod was this? What are all the mods that were in use? It will help if enough information to replicate the problem is available.
    • I have been attempting to create a supplementary resource pack with Patchouli in order to add back the guidebook for Better End but unfortunately in every prototype I have made pack.mcmeta and my resource pack are not recognized. I have tested both zipped and unzipped and either way curseforge does not recognize my resource pack as existing. For testing I stripped my pack down to just the pack.mcmeta file and two empty folders labelled data and assets and I know the data folder is not the problem as firstly my first attempts just had an assets folder following Patchouli instructions and data came later in my flailing attempts to make anything in my pack work. The mcmeta file is not recognized whether or not I use this:  { "pack": { "pack_format": 15, "description": "A replacement for the BetterEnd Guide Book." } "language": { "en_US": { "name": "English", "region": "United States" } } } ,or this:  { "pack": { "pack_format": 15, "description": "A replacement for the BetterEnd Guide Book." } } I have made sure to only use lowercase and the pack folder is named better-end-guide. Is this some magic nonsense from me doing this manually instead of using an IDE or similar tool? Could it be because my files are by default in UTF-8 even though ANSI gives the same results? Is there a specific community secret tool I am supposed to use for zipping or specific settings? I am pulling my hair in distress. Unfortunately as there are no errors involved I lack logs to offer, if that disqualifies this thread please do not be harsh and instead if you can then please direct me to a forum with different rules and sufficiently respectful but knowledgeable as to be of assistance. Most of my experience with the programming community has been poor and so naturally I find myself wary.
  • Topics

×
×
  • Create New...

Important Information

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