Is it possible to do something similar to the Big Bertha form Orespawn mod(It's attack reach is farther than normal sword)? Or it is so much hard to make it?
Hm I couldn't find the source hosted anywhere, however you possibly could decompile the mod's files (not sure if you're aloud to do this, though). Remember that there are plenty of other threads asking the same question and a few mods that do what you want. I linked you to one thread. From the top of my head I know a few mods that do this: Battlegear and Balkon's weapons both of which are hosted on github.
Hm I couldn't find the source hosted anywhere, however you possibly could decompile the mod's files (not sure if you're aloud to do this, though). Remember that there are plenty of other threads asking the same question and a few mods that do what you want. I linked you to one thread. From the top of my head I know a few mods that do this: Battlegear and Balkon's weapons both of which are hosted on github.
But do these mods have melee weapons that can attack farther than the normal?
But jabelar, I have already tried your tutorial with minecraft 1.7.10 but I don't know exaclty how to make it compatible with 1.7.10. Like, changing methods, etc. Thanks for the answer!
But jabelar, I have already tried your tutorial with minecraft 1.7.10 but I don't know exaclty how to make it compatible with 1.7.10. Like, changing methods, etc. Thanks for the answer!
Well, you really should learn to port code yourself because honestly in modding I spend more time trying to keep my mods up to date than coding new mods. Also, I liked 1.7.10 too but a lot of help forums are now refusing to support anything that old. It is always best to start a mod on the latest version because realistically by the time you finish your mod and use it for a while it 1.7.10 will get even older!
I don't have time to go back and port it myself, but the main technique I use is to:
Have two projects open in Eclipse at the same time, one for each version.
Then copy my tutorial code into the new version and Eclipse will start showing errors
For each error right-click and Eclipse will make suggestions about how to fix it. With a little thought you can probably pick a suggestion.
If it isn't obvious how to fix it then I start comparing the two projects. For example, if the problem method is supposed to come from the EntityPlayer class I look at the Type Hierarchy for that class and look at the list of methods available in the new version. Usually it is pretty obvious.
Sometimes there are major changes and you need to be a good programmer and also look at the forums. Like when blocks get changed to using the IBlockState system of course it is much more complex to convert as now you need new JSON assets. But usually there is information about it.
You'll find that conversion gets easier and easier as you get familiar with the changes. For example, if my code uses BlockPos but the older version didn't you can guess that instead it probably uses a posX, posY, posZ and you can simply search and replace.
In this case you're trying to go backwards but the principle is the same.
Also, the point with most of my tutorials is to give ideas, not code to copy. The idea should be enough to help you figure out how to do it in any version.
Lastly, just try to do the conversion yourself and for any specific errors you can post them here and me and others can look at them specifically.
Since you can't be bothered to actually look something up I'll try to break it down for you.
You'll need to ray trace any entities colliding with the player's look vector (you'll need to set the length to what you need) and damage the closest entity the ray trace returns. This should happen inside an event handler. I can't really tell you which event is best for this right now, however you can take a look at all existing events in this thread. If you use a client side event (like in Jabelar's tutorial) you'll need the event to communicate with the server.
Well, you really should learn to port code yourself because honestly in modding I spend more time trying to keep my mods up to date than coding new mods. Also, I liked 1.7.10 too but a lot of help forums are now refusing to support anything that old. It is always best to start a mod on the latest version because realistically by the time you finish your mod and use it for a while it 1.7.10 will get even older!
I don't have time to go back and port it myself, but the main technique I use is to:
Have two projects open in Eclipse at the same time, one for each version.
Then copy my tutorial code into the new version and Eclipse will start showing errors
For each error right-click and Eclipse will make suggestions about how to fix it. With a little thought you can probably pick a suggestion.
If it isn't obvious how to fix it then I start comparing the two projects. For example, if the problem method is supposed to come from the EntityPlayer class I look at the Type Hierarchy for that class and look at the list of methods available in the new version. Usually it is pretty obvious.
Sometimes there are major changes and you need to be a good programmer and also look at the forums. Like when blocks get changed to using the IBlockState system of course it is much more complex to convert as now you need new JSON assets. But usually there is information about it.
You'll find that conversion gets easier and easier as you get familiar with the changes. For example, if my code uses BlockPos but the older version didn't you can guess that instead it probably uses a posX, posY, posZ and you can simply search and replace.
In this case you're trying to go backwards but the principle is the same.
Also, the point with most of my tutorials is to give ideas, not code to copy. The idea should be enough to help you figure out how to do it in any version.
Lastly, just try to do the conversion yourself and for any specific errors you can post them here and me and others can look at them specifically.
Are 1.8 modding codes equals to 1.12 modding codes?
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Look at my thread (The one melonslice quoted). It goes through Jabelar's tutorial and Electroblob helped me downgrade it to 1.7.10. He also figured out how to shorten reach if you want. Take a look, feel free to use just please give jabelar and electroblob credit.
Thanks you all guys, I really prefer minecraft 1.7.10 for mods, It's just the version I play with other mods, I can't forget it. Thank you arisalanna and Melonslise, and Jabelar.
Is it possible to do something similar to the Big Bertha form Orespawn mod(It's attack reach is farther than normal sword)? Or it is so much hard to make it?
1. Can't you look at that mod's source and see how they do it?
2. Don't forget to use search. I remember there was a very similar topic recently.
EDIT: Thread
Thanks for answering, but is it realy possible to see that mod's source?
Hm I couldn't find the source hosted anywhere, however you possibly could decompile the mod's files (not sure if you're aloud to do this, though). Remember that there are plenty of other threads asking the same question and a few mods that do what you want. I linked you to one thread. From the top of my head I know a few mods that do this: Battlegear and Balkon's weapons both of which are hosted on github.
But do these mods have melee weapons that can attack farther than the normal?
I have a tutorial on making extended reach items here: http://jabelarminecraft.blogspot.com/p/minecraft-modding-extending-reach-of.html
But jabelar, I have already tried your tutorial with minecraft 1.7.10 but I don't know exaclty how to make it compatible with 1.7.10. Like, changing methods, etc. Thanks for the answer!
Well, you really should learn to port code yourself because honestly in modding I spend more time trying to keep my mods up to date than coding new mods. Also, I liked 1.7.10 too but a lot of help forums are now refusing to support anything that old. It is always best to start a mod on the latest version because realistically by the time you finish your mod and use it for a while it 1.7.10 will get even older!
I don't have time to go back and port it myself, but the main technique I use is to:
You'll find that conversion gets easier and easier as you get familiar with the changes. For example, if my code uses BlockPos but the older version didn't you can guess that instead it probably uses a posX, posY, posZ and you can simply search and replace.
In this case you're trying to go backwards but the principle is the same.
I do have some tips about converting 1.7.10 to 1.8 so you can try going backwards using the information here: http://jabelarminecraft.blogspot.com/p/minecraft-forge-converting-your-mod.html
Also, the point with most of my tutorials is to give ideas, not code to copy. The idea should be enough to help you figure out how to do it in any version.
Lastly, just try to do the conversion yourself and for any specific errors you can post them here and me and others can look at them specifically.
Since you can't be bothered to actually look something up I'll try to break it down for you.
You'll need to ray trace any entities colliding with the player's look vector (you'll need to set the length to what you need) and damage the closest entity the ray trace returns. This should happen inside an event handler. I can't really tell you which event is best for this right now, however you can take a look at all existing events in this thread. If you use a client side event (like in Jabelar's tutorial) you'll need the event to communicate with the server.
Are 1.8 modding codes equals to 1.12 modding codes?
It depends, there have been a lot of changes. But if you want 1.12 I already have ported the extended reach code for that here: https://github.com/jabelar/ExampleMod-1.12/blob/master/src/main/java/com/blogspot/jabelarminecraft/examplemod/items/ItemSwordExtended.java
Which version are you trying? You mentioned 1.7.10 above....
I'm on 1.7.10, but I think I will only update to 1.8 for now. Thanks!
Look at my thread (The one melonslice quoted). It goes through Jabelar's tutorial and Electroblob helped me downgrade it to 1.7.10. He also figured out how to shorten reach if you want. Take a look, feel free to use just please give jabelar and electroblob credit.
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Thanks you all guys, I really prefer minecraft 1.7.10 for mods, It's just the version I play with other mods, I can't forget it. Thank you arisalanna and Melonslise, and Jabelar.