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Posted

I now what is wrong, and how I would go about fixing it, but I don't know exactly HOW to fix it. When I jump through the portal to my new dimension it just drops the player straight into the return portal, and repeats the process, with the end result being constant teleportation between dimensions, making it impossible to move. I need to have the player spawn just in front of or behind the portal like the vanilla nether portal, any ideas on how to do this?

I am the current head modder for the Metroid Prime Suits mod. I have no other staff members, so I'm hiring! I also co-own the SkyTekkit server.

width=600 height=126http://i1276.photobucket.com/albums/y480/Sypher40/MPSbanner_zps9d50d86a.png[/img]

Posted

Well assuming your code knows where it will place the player (which is have to know ofcourse) you should be able to tell it to set it where it's setting him now +1 inn the x direction (or z direction depending on the orientation of the portal)?

If you guys dont get it.. then well ya.. try harder...

Posted

Or putting a delay on the teleport, like the vanilla nether portal.

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.

Posted

That's also a good idea. Regarding you both, a) where would I find the posX and posZ that spawns that player? In the teleported class there is a LOT of those floating around. Regarding the timer, how would I do that? I'll check some vanilla source and tell you guys if I come up with anything. I did manage to get it to play a sound upon teleportation.

I am the current head modder for the Metroid Prime Suits mod. I have no other staff members, so I'm hiring! I also co-own the SkyTekkit server.

width=600 height=126http://i1276.photobucket.com/albums/y480/Sypher40/MPSbanner_zps9d50d86a.png[/img]

Posted

I have no idea since I haven't ever done this, even tough I planned to for a long time, my afk life gets inn the way ;)

 

But I understand logic, so post the code (pastebin w/ java syntax highlights, please) :)

And I (as well as others) can read it and try to aid you inn pointing out what is what.. I just hope not half your variables has funny names :P

If you guys dont get it.. then well ya.. try harder...

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    • Different problem now. https://paste.ee/p/iDo8lS35
    • I would like to have a BoP sapling drop from my block if it is also installed. I think I have done everything and I cannot pinpoint the problem, which is the error in the logs that appears when joining a world:   [Worker-Main-11/ERROR] [ne.mi.co.ForgeHooks/]: Couldn't parse element loot_tables:grasses:blocks/leaves_block com.google.gson.JsonSyntaxException: Expected name to be an item, was unknown string 'biomesoplenty:magic_sapling' My code:   LootItemConditions.CONDITIONS.register(modEventBus); public class LootItemConditions { public static final DeferredRegister<LootItemConditionType> CONDITIONS = DeferredRegister.create(Registries.LOOT_CONDITION_TYPE, Grasses.MOD_ID); public static final RegistryObject<LootItemConditionType> IS_MOD_LOADED = CONDITIONS.register("is_mod_loaded", () -> new LootItemConditionType(new IsModLoaded.ConditionSerializer())); } public class IsModLoaded implements LootItemCondition { private final boolean exists; private final String modID; public IsModLoaded(String modID) { this.exists = ModList.get().isLoaded(modID); this.modID = modID; } @Override public LootItemConditionType getType() { return LootItemConditions.IS_MOD_LOADED.get(); } @Override public boolean test(LootContext context) { return this.exists; } public static LootItemCondition.Builder builder(String modid) { return () -> new IsModLoaded(modid); } public static class ConditionSerializer implements Serializer<IsModLoaded> { @Override public void serialize(JsonObject json, IsModLoaded instance, JsonSerializationContext ctx) { json.addProperty("modid", instance.modID); } @Override public IsModLoaded deserialize(JsonObject json, JsonDeserializationContext ctx) { return new IsModLoaded(GsonHelper.getAsString(json, "modid")); } } } protected LootTable.Builder createLeavesDropsWithModIDCheck(Block selfBlock, Item sapling, Property<?>[] properties, String modIDToCheck, float... chances) { CopyBlockState.Builder blockStateCopyBuilder = CopyBlockState.copyState(selfBlock); for(Property<?> property : properties) { blockStateCopyBuilder.copy(property); } return LootTable.lootTable() .withPool(LootPool.lootPool().setRolls(ConstantValue.exactly(1.0F)) .add(LootItem.lootTableItem(selfBlock) .when(HAS_SHEARS_OR_SILK_TOUCH) .apply(blockStateCopyBuilder))) .withPool(LootPool.lootPool().setRolls(ConstantValue.exactly(1.0F)) .add(this.applyExplosionCondition(selfBlock, LootItem.lootTableItem(sapling)) .when(IsModLoaded.builder(modIDToCheck))) .when(BonusLevelTableCondition.bonusLevelFlatChance(Enchantments.BLOCK_FORTUNE, chances)) .when(HAS_NO_SHEARS_OR_SILK_TOUCH)) .withPool(LootPool.lootPool().name("sticks").setRolls(ConstantValue.exactly(1.0F)) .add(this.applyExplosionDecay(selfBlock, LootItem.lootTableItem(Items.STICK). apply(SetItemCountFunction.setCount(UniformGenerator.between(1.0F, 2.0F)))) .when(BonusLevelTableCondition.bonusLevelFlatChance(Enchantments.BLOCK_FORTUNE, NORMAL_LEAVES_STICK_CHANCES)) .when(HAS_NO_SHEARS_OR_SILK_TOUCH))); } I don't know. Am I making a mistake somewhere? Am I forgetting something? Should there be something else?
    • https://paste.ee/p/h1JX9bbl
    • Add the latest.log from your logs-folder
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