Posted November 29, 20168 yr Hey y'all, im back, again This time im working on a jetpack, yes a jetpack Iv made the item, made it implement IEnergyContainerItem for power, made the model, and rendered it, all that stuff, but how can i make it so when the player is pressing space bar he gets jetpack flight, not creative flight, but ones like Redstone Arsenal had, and the player had to keep his hand on space otherwise he could fall and die
November 29, 20168 yr Probably would need to create a key event and add to the players velocity when the event is triggered and use: this.extractEnergyInternal(item, amount, false); (if your using CoFH api) to extract energy when pressed. Relatively new to modding. Currently developing: https://github.com/LambdaXV/DynamicGenerators
November 29, 20168 yr Author i know how to make it use energy, just the other stuff i dont know how to do
November 29, 20168 yr KeyBindings can be referred to here: If there is any issues with this, then post them here. This tutorial is a bit outdated but should still hold the same concept Relatively new to modding. Currently developing: https://github.com/LambdaXV/DynamicGenerators
November 29, 20168 yr Author All right, i think im good with keybinds, how about the flight? would it go in: and if so how would i accomplish that @Override public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { super.onArmorTick(world, player, itemStack); }
November 29, 20168 yr player.addVelocity(x, y, z) or player.setVelocity Relatively new to modding. Currently developing: https://github.com/LambdaXV/DynamicGenerators
November 29, 20168 yr Actually it would probably be better to detect when the button is pressed, then set a boolean to true and send a packet to make the boolean true on the server, this way you don't have the Player moved wrongly or some other alert message going in the server console. And then when it is released send a packet setting it to false and set it to false. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
November 29, 20168 yr Author Actually it would probably be better to detect when the button is pressed, then set a boolean to true and send a packet to make the boolean true on the server, this way you don't have the Player moved wrongly or some other alert message going in the server console. And then when it is released send a packet setting it to false and set it to false. Probably but again im terrible with packets, which is why with everything iv made i haven't used em, ill learn them but idk about rn
November 29, 20168 yr Author would this be correct? @Override public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { double x = player.posX; double y = player.posX; double z = player.posX; player.addVelocity(x, y, z); super.onArmorTick(world, player, itemStack); }
November 29, 20168 yr would this be correct? @Override public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { double x = player.posX; double y = player.posX; double z = player.posX; player.addVelocity(x, y, z); super.onArmorTick(world, player, itemStack); } No x, y, z are different from velocity. Velocity is speed and direction, x, y, z are positions. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
November 29, 20168 yr Author yeah i just got that, putting on the jetpack lags the f*** outta me, RIP minecraft so what values would i put in to make it how i want?
November 30, 20168 yr yeah i just got that, putting on the jetpack lags the f*** outta me, RIP minecraft so what values would i put in to make it how i want? player.addVelocity(0, 0.2/** Running speed 0.1 walking speed*/, 0); Also you may want to add a cap, y velocity. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
November 30, 20168 yr Author yeah i just got that, putting on the jetpack lags the f*** outta me, RIP minecraft so what values would i put in to make it how i want? player.addVelocity(0, 0.2/** Running speed 0.1 walking speed*/, 0); Also you may want to add a cap, y velocity. I see, thank you, so i just have to set it to detect the energy stored and if the player is pressing the space bar, and use energy, which should be easy
November 30, 20168 yr Author I got all that stuff sorted but there are 2 problems, #1 going up is too fast, would i change the player.addVelocity(0, 0.2, 0); to player.addVelocity(0, 0.1, 0); #2 the moment the player touches the ground he takes a ton of damage, even if its just 1 block above, a few more and he is dead, how can i fix that?
November 30, 20168 yr I got all that stuff sorted but there are 2 problems, #1 going up is too fast, would i change the player.addVelocity(0, 0.2, 0); to player.addVelocity(0, 0.1, 0); #2 the moment the player touches the ground he takes a ton of damage, even if its just 1 block above, a few more and he is dead, how can i fix that? Could you post code so I can see what you tried. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
November 30, 20168 yr Author @Override public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { if(KeybindHandler.keybind.isKeyDown()) { player.addVelocity(0, 0.2, 0); } super.onArmorTick(world, player, itemStack); } or do u want my entire class code?
November 30, 20168 yr @Override public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { if(KeybindHandler.keybind.isKeyDown()) { player.addVelocity(0, 0.2, 0); } super.onArmorTick(world, player, itemStack); } or do u want my entire class code? nah that is good, but i would add an if else statement like if (player.motionY >= someVelocity) { // Do stuff } else { // Add velocity } VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
November 30, 20168 yr To avoid damage, you need to set the player's fall distance back to 0. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
November 30, 20168 yr Author To avoid damage, you need to set the player's fall distance back to 0. how can i do that? player.fallDistance = 0; ?
November 30, 20168 yr To avoid damage, you need to set the player's fall distance back to 0. how can i do that? player.fallDistance = 0; ? Two ways either Subscribe to the LivingFallEvent or litterally in your onArmorTick constantly set it to 0. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
November 30, 20168 yr Author To avoid damage, you need to set the player's fall distance back to 0. how can i do that? player.fallDistance = 0; ? Two ways either Subscribe to the LivingFallEvent or litterally in your onArmorTick constantly set it to 0. All right ill take care of that in a bit, but running into a bit of a problem, when i charge up the jetpack in my inventory it also charges all the jetpacks in the world, how do i fix that?
November 30, 20168 yr To avoid damage, you need to set the player's fall distance back to 0. how can i do that? player.fallDistance = 0; ? Two ways either Subscribe to the LivingFallEvent or litterally in your onArmorTick constantly set it to 0. All right ill take care of that in a bit, but running into a bit of a problem, when i charge up the jetpack in my inventory it also charges all the jetpacks in the world, how do i fix that? Make a ItemStack capability for energy items. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
November 30, 20168 yr Author so @Nullable @Override public ICapabilityProvider initCapabilities(ItemStack stack, @Nullable NBTTagCompound nbt) { return super.initCapabilities(stack, nbt); } ? or am is that completely wrong and i have to do something else
November 30, 20168 yr so @Nullable @Override public ICapabilityProvider initCapabilities(ItemStack stack, @Nullable NBTTagCompound nbt) { return super.initCapabilities(stack, nbt); } ? or am is that completely wrong and i have to do something else Post your whole class. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
November 30, 20168 yr Author public class LeadJetpack extends ItemArmor implements IEnergyContainerItem { public EnergyStorage storage = new EnergyStorage(100000); ModelLeadJetpack pack; public LeadJetpack(ArmorMaterial materialIn, int renderIndexIn, EntityEquipmentSlot equipmentSlotIn) { super(materialIn, renderIndexIn, equipmentSlotIn); this.setCreativeTab(TechExpansion.TechExpansion); this.setMaxStackSize(1); this.setUnlocalizedName("lead_jetpack"); } @SideOnly(Side.CLIENT) public net.minecraft.client.model.ModelBiped getArmorModel(EntityLivingBase entityLiving, ItemStack itemStack, EntityEquipmentSlot armorSlot, net.minecraft.client.model.ModelBiped _default) { return ModelLeadJetpack.INSTANCE; } @Nullable @Override public String getArmorTexture(ItemStack stack, Entity entity, EntityEquipmentSlot slot, String type) { return super.getArmorTexture(stack, entity, slot, type); } @Override public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { if(KeybindHandler.keybind.isKeyDown() && storage.getEnergyStored() > 200) { storage.setEnergyStored(storage.getEnergyStored() - 50); player.addVelocity(0, 0.1, 0); player.fallDistance = 0; } super.onArmorTick(world, player, itemStack); } @Override public int receiveEnergy(ItemStack container, int maxReceive, boolean simulate) { return storage.receiveEnergy(maxReceive, simulate); } @Override public int extractEnergy(ItemStack container, int maxExtract, boolean simulate) { return 0; } @Override public int getEnergyStored(ItemStack container) { return storage.getEnergyStored(); } @Override public int getMaxEnergyStored(ItemStack container) { return storage.getMaxEnergyStored(); } @Nullable @Override public ICapabilityProvider initCapabilities(ItemStack stack, @Nullable NBTTagCompound nbt) { return super.initCapabilities(stack, nbt); } }
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