I wanted to know if I could make a set of items for the mod, like Great swords and rapiers and long swords etc. and adding different effects to the different types of items. Would that be ok if I make textures for those items? I dn't know how to program so that would have to be your part, but im just offering to do textures IF you ever want to add them. it could be a year from now and I would still be willing to make the textures for you. I just like this mod and want to contribute thats all.
I cant tell if Id add your item without seeing the texture and for special effects Id rather not.
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In the future, would it be possible to have an option for changing an NPC into another when it enters combat? Perhaps with an option for a sound effect, too.
You could use a nearly identical NPC with a different skin for flavor (angry wolf, or a villager with weapons drawn) or a completely different NPC for interesting combat (a druid that shifts into a bear, etc.)
Well in theory I can, but I wont as it's boring to backport features. Why dont you update?
Because frankly 1.8 sucks for modded server owners. everything good and stable is in 1.7.10. moving to 1.8 is not lucrative at this time, and I also would love to see more features go to 1.7.10. Including... maybe an easier way to add sounds >__>.
I recorded all this voice work for my server, and realized how much of an asspain it is to add in. Scrapped 14 hours of recordings. No thanks.
Quick question about traders: why can't you shift click for trades? Its an exercise in tedium when trying to trade goods in bulk with a trader, especially when the item you receive (say coins) is in quantities of 33 or hire and you have to move it to your inventory after each trade, in order to trade again. On the server i do support for, this has become the most asked about issue (we run a modified version of RR3 for 1.7.10), as we have opted to use your custom NPC as our main traders (admittedly the only competition for that slot was trade booths and HQM).
In the future, would it be possible to have an option for changing an NPC into another when it enters combat? Perhaps with an option for a sound effect, too.
You could use a nearly identical NPC with a different skin for flavor (angry wolf, or a villager with weapons drawn) or a completely different NPC for interesting combat (a druid that shifts into a bear, etc.)
One word; scripting. Alas, my knowledge of the matter isn't going anywhere, though it doesn't sound like it would be at all complicated.
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Noppes - when the "exploded" event in the scripted block triggers (from a TNT exploding next to it) I have a script which sets a few blocks within 1 - 4 away and they take some serious damage I though the event would happen after the explosion and it seem to happen at about the same time.
I figured I could run a delay through another block but I don't want to! Is there a way to have a little delay built in or do I have to live with this?
Noppes - when the "exploded" event in the scripted block triggers (from a TNT exploding next to it) I have a script which sets a few blocks within 1 - 4 away and they take some serious damage I though the event would happen after the explosion and it seem to happen at about the same time.
I figured I could run a delay through another block but I don't want to! Is there a way to have a little delay built in or do I have to live with this?
Thank for the block anyway!
Ok I looked into how minecraft does its explosion.
first it 'calculates' which blocks will get effected and put them in a list
then it calculates which entities get damage and damage them (calling the explosion event)
then they take the block list and remove the blocks from the world.
Im unsure what you mean with that they take serious damage?
In 1.8.8 scripting will have a complete overhaul and Im thinking of making it possible to start a timer with a timer event
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Noppes - but more importantly why does this not work - it sets the block fine and in the nbt explorer it looks the same as any other scripted block but it just does not do anything when i interact with it???
Noppes - but more importantly why does this not work - it sets the block fine and in the nbt explorer it looks the same as any other scripted block but it just does not do anything when i interact with it???
I have a question. There is possible to increase machine gun and pistols damage? I want to diamont pistol deals 25 dmg per shot and machinge gun deals 15 dmg per shot.
Sorry for my english, im not a native english speaker
Hey there Noppes, I've tried creating a Follower NPC but they don't teleport to the player when the player is too far or there are obstacles blocking them. I remember that in the older versions, they can tp to the player like wolves. Is there an option to toggle this? It is just plain game breaking.
Hey there Noppes, I've tried creating a Follower NPC but they don't teleport to the player when the player is too far or there are obstacles blocking them. I remember that in the older versions, they can tp to the player like wolves. Is there an option to toggle this? It is just plain game breaking.
Version?
Rollback Post to RevisionRollBack
Those who want to chat or hang out, join me on discord
Want to support me? Become one of my patrons:
whenever I go in a world with your Custom NPCs and More Player Models.
WARNING: coremods are present:
Contact their authors BEFORE contacting forge
// Shall we play a game?
Description: Unexpected error
java.lang.StackOverflowError: Unexpected error
at noppes.mpm.client.ImageDownloadAlt.checkTextureUploaded(ImageDownloadAlt.java:48)
at noppes.mpm.client.ImageDownloadAlt.func_110552_b(ImageDownloadAlt.java:65)
at shadersmod.client.ShadersTex.deleteTextures(ShadersTex.java:173)
at net.minecraft.client.renderer.texture.AbstractTexture.func_147631_c(AbstractTexture.java:78)
Noppes - here is a 3 block that I made, and I have been using them by retextureing the place-holder blocks (then using them with scripting blocks). I have a whole example "machine" based on them, and have been trying for a few weeks to get a video out on them, but it will still be a few days (I hope!) If you want to include them in the mod and/or (you or someone else) wants to improve on them I have the json files and png's of them in this file:
I cant tell if Id add your item without seeing the texture and for special effects Id rather not.
Want to support me? Become one of my patrons:
In the future, would it be possible to have an option for changing an NPC into another when it enters combat? Perhaps with an option for a sound effect, too.
You could use a nearly identical NPC with a different skin for flavor (angry wolf, or a villager with weapons drawn) or a completely different NPC for interesting combat (a druid that shifts into a bear, etc.)
Because frankly 1.8 sucks for modded server owners. everything good and stable is in 1.7.10. moving to 1.8 is not lucrative at this time, and I also would love to see more features go to 1.7.10. Including... maybe an easier way to add sounds >__>.
I recorded all this voice work for my server, and realized how much of an asspain it is to add in. Scrapped 14 hours of recordings. No thanks.
Quick question about traders: why can't you shift click for trades? Its an exercise in tedium when trying to trade goods in bulk with a trader, especially when the item you receive (say coins) is in quantities of 33 or hire and you have to move it to your inventory after each trade, in order to trade again. On the server i do support for, this has become the most asked about issue (we run a modified version of RR3 for 1.7.10), as we have opted to use your custom NPC as our main traders (admittedly the only competition for that slot was trade booths and HQM).
One word; scripting. Alas, my knowledge of the matter isn't going anywhere, though it doesn't sound like it would be at all complicated.
If you want to give it a go, use this page, and it's link to the API Java document.
Noppes - when the "exploded" event in the scripted block triggers (from a TNT exploding next to it) I have a script which sets a few blocks within 1 - 4 away and they take some serious damage I though the event would happen after the explosion and it seem to happen at about the same time.
I figured I could run a delay through another block but I don't want to! Is there a way to have a little delay built in or do I have to live with this?
Thank for the block anyway!
Ok I looked into how minecraft does its explosion.
first it 'calculates' which blocks will get effected and put them in a list
then it calculates which entities get damage and damage them (calling the explosion event)
then they take the block list and remove the blocks from the world.
Im unsure what you mean with that they take serious damage?
In 1.8.8 scripting will have a complete overhaul and Im thinking of making it possible to start a timer with a timer event
Want to support me? Become one of my patrons:
FYI - I can work around it for now - but this is what I meant the gold arch is in the explode tab
Noppes - but more importantly why does this not work - it sets the block fine and in the nbt explorer it looks the same as any other scripted block but it just does not do anything when i interact with it???
try:
Want to support me? Become one of my patrons:
backporting is just kind of useless tho, just gotta wait for mods to update
Visit my youtube channel? http://www.youtube.com/user/TheCoolgatty
Hello,
I have a question. There is possible to increase machine gun and pistols damage? I want to diamont pistol deals 25 dmg per shot and machinge gun deals 15 dmg per shot.
Sorry for my english, im not a native english speaker
is there a way to join the unfriendly or aggressive faction? if so then what do i have to do? thank you.
Hey there Noppes, I've tried creating a Follower NPC but they don't teleport to the player when the player is too far or there are obstacles blocking them. I remember that in the older versions, they can tp to the player like wolves. Is there an option to toggle this? It is just plain game breaking.
Navigate to the Global tab and look for Player Data, you can edit your faction there. But I think it's only available in 1.8
--------------
Version?
Want to support me? Become one of my patrons:
1.8 sir. The NPCs also become invisible when I die. Is this an MC issue or the mod?
--------------
I seem to be having an issue with the leather armor texture from vanilla showing itself on top of the Full Wooden set (the item, not the model).
"A fool thinks himself to be wise, but a wise man knows himself to be a fool." - Anybody who is willing to put logic ahead of their ego.
My result on the class quiz. There couldn't be a better fit.
whenever I go in a world with your Custom NPCs and More Player Models.
WARNING: coremods are present:
Contact their authors BEFORE contacting forge
// Shall we play a game?
Description: Unexpected error
java.lang.StackOverflowError: Unexpected error
at noppes.mpm.client.ImageDownloadAlt.checkTextureUploaded(ImageDownloadAlt.java:48)
at noppes.mpm.client.ImageDownloadAlt.func_110552_b(ImageDownloadAlt.java:65)
at shadersmod.client.ShadersTex.deleteTextures(ShadersTex.java:173)
at net.minecraft.client.renderer.texture.AbstractTexture.func_147631_c(AbstractTexture.java:78)
+1,000,000
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 166798296 bytes (159 MB) / 489123840 bytes (466 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1543 Optifine OptiFine_1.8_HD_U_F8 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1543.jar)
UCHIJAAAA Forge{11.14.3.1543} [Minecraft Forge] (forge-1.8-11.14.3.1543.jar)
UCHIJAAAA customnpcs{1.8.0_beta} [CustomNPCs] (CustomNPCs_1.8.0_beta.jar)
UCHIJAAAA moreplayermodels{1.8.0_beta} [MorePlayerModels] (MorePlayerModels_1.8.0_beta.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'Intel' Version: '2.1.0 - Build 8.15.10.2869' Renderer: 'Intel(R) Q45/Q43 Express Chipset'
Launched Version: 1.8-Forge11.14.3.1546
Mod at: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft/mods/wip/mods/2567227-marvel-universe-craft-superhero-wip-mod-for-1-8
Noppes - here is a 3 block that I made, and I have been using them by retextureing the place-holder blocks (then using them with scripting blocks). I have a whole example "machine" based on them, and have been trying for a few weeks to get a video out on them, but it will still be a few days (I hope!) If you want to include them in the mod and/or (you or someone else) wants to improve on them I have the json files and png's of them in this file:
https://drive.google.com/file/d/0BzncYm_0iBMwUGMyTUJpYVdQcUE/view?usp=sharing
I wanted to get them to you before you finish 1.8 No really I'm serious. Really everyone