Ooohhh, you should ask the Smart Moving people to add an animation to this mod! That would be sooo cool, as in, you could jump at the wall, crouch and jump (like you pushing off the wall, instead of staying upright the entire time) at the next wall!
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Suppose you were an idiot, and suppose you were a member of Congress; but I repeat myself. -Mark Twain
Actually it doesn't work with some specific mods which i am having trouble with
Any help?
java.lang.IllegalArgumentException: Can not set static nukeduck.walljump.WallJump field nukeduck.walljump.WallJump.instance to atomicstryker.kenshiro.common.KenshiroMod
at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(Unknown Source)
at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(Unknown Source)
at sun.reflect.UnsafeStaticObjectFieldAccessorImpl.set(Unknown Source)
at java.lang.reflect.Field.set(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.parseSimpleFieldAnnotation(FMLModContainer.java:413)
at cpw.mods.fml.common.FMLModContainer.processFieldAnnotations(FMLModContainer.java:346)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:472)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:503)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:410)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
It did this for extended fam pack too
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Gauntlet: Dark Legacy forever.
Usually using Steam/Discord nowadays, mostly actively searching around on curseforge for new mods.
Games on steam are usually Spiral Knights, TF2, SFM, and Paladins nowadays
I occasionally hop on minecraft to see what's new.
Sounds Awesome!
Too bad it's for forge I use modloader.
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Leafeon used Magical Leaf!
There is a theory which states that if ever anyone discovers what the Universe is for, it will be replaced by something even more bizarre and inexplicable.
Hi, don't know if your still having issues with falling damage after you wall jump, but I think I have a fix:
EntiyPlayerParamName.fallDistance = 0;
Just put this in your wall jump method, and it should make it so every time you wall jump your falling damage is set to zero. If you wall jump, then fall for a while though, it'll still hurt
I would assume you have an EntityPlayer parameter, just change the EntityPlayerParamName there to what youve called it.
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Another balmy summer evening. The city rolls these nights like loaded dice.
Hi, don't know if your still having issues with falling damage after you wall jump, but I think I have a fix:
EntiyPlayerParamName.fallDistance = 0;
Just put this in your wall jump method, and it should make it so every time you wall jump your falling damage is set to zero. If you wall jump, then fall for a while though, it'll still hurt
I would assume you have an EntityPlayer parameter, just change the EntityPlayerParamName there to what youve called it.
'Fraid not. I tried that in the very first version, no difference.
This mod+ portal gun mod long fall boots= wall portaling and no fall damage lolSo downloading May do a vid if my QuickTime player pro does'nt glitch up.
This the first mod I have ever downloaded for minecraft so no other mods. Altought It's says I have 4 active mods but those other 3 came with forge.
Btw it says it's version 1.0 in the mod menu. Did you forgot to change it when you updated or do I have an old version? (.Zip file is 1.1)
I'd just like to try if this mod could work with my map.
Ps. Those boots are in front of the water breath par (whateveritscalled) so it blocks view a little bit.
I just realised what your problem is. In version 1.1, you use a custom key to wall jump, to avoid other mod conflicts and to stop people wall jumping where they don't want to and stuff. Sorry about that!
Yes, I did forget about changing the mod version! I'll have to get around to that.
Ps.I know, I only realised about two seconds after I compiled and released.
Actually it doesn't work with some specific mods which i am having trouble with
Any help?
java.lang.IllegalArgumentException: Can not set static nukeduck.walljump.WallJump field nukeduck.walljump.WallJump.instance to atomicstryker.kenshiro.common.KenshiroMod
at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(Unknown Source)
at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(Unknown Source)
at sun.reflect.UnsafeStaticObjectFieldAccessorImpl.set(Unknown Source)
at java.lang.reflect.Field.set(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.parseSimpleFieldAnnotation(FMLModContainer.java:413)
at cpw.mods.fml.common.FMLModContainer.processFieldAnnotations(FMLModContainer.java:346)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:472)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:503)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:410)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
It did this for extended fam pack too
Gauntlet: Dark Legacy forever.
Usually using Steam/Discord nowadays, mostly actively searching around on curseforge for new mods.
Games on steam are usually Spiral Knights, TF2, SFM, and Paladins nowadays
I occasionally hop on minecraft to see what's new.
Too bad it's for forge I use modloader.
Just put this in your wall jump method, and it should make it so every time you wall jump your falling damage is set to zero. If you wall jump, then fall for a while though, it'll still hurt
I would assume you have an EntityPlayer parameter, just change the EntityPlayerParamName there to what youve called it.
'Fraid not. I tried that in the very first version, no difference.
Mind linking to the modpack?
Could you tell me which other mods you have, if any? It sounds like you have a conflict problem.
I just realised what your problem is. In version 1.1, you use a custom key to wall jump, to avoid other mod conflicts and to stop people wall jumping where they don't want to and stuff. Sorry about that!
Yes, I did forget about changing the mod version! I'll have to get around to that.
Ps.I know, I only realised about two seconds after I compiled and released.
Hmm... This is a tricky one, I'll have to either decompile or look up the source code of Thaumcraft 3 for that.
Sounds like a good idea, not at the moment but perhaps I'll include it as custom settings.
What are you saying thanks for? For the mod? If so, no problem