It's likely an issue with your naming convention. Make sure you item name is lowercase. IIRC, inside of development environments, case sensitivity is ignored, therefore loading your textures and such. However, outside of it, case sensitivity is taken into account.
On a side note, you need to update to current versions. 1.7.10 is no longer supported by Forge, therefore signaling it's time to move on for modders wandering around in 1.7.10 versions.
That should work, but you could take it one step more and check for getHorizontalFacing().getHorizontalIndex(). This returns an int, so just compare the two ints.
I can't seem to find something that let me say if the entity that has been hit is facing North and the entity that hit it is facing North then multiply the damage by 5. So do you have any ideas?
There's a couple logistic issues with this too. This will probably only work well with other players, but with monsters, it might be hard to "sneak" up behind one since they always look face you when in range.
When you right click the item, you want to move the player, which you do. Create a boolean variable to check whether or not you have just flung the variable. Set it to true when they right click. In the onUpdate method, check to see if the boolean is true and check to see if the player is in the ground/water, and if so, create the explosion. Set the boolean to false.
Look up ASM - there's a tutorial about it on these forums (it says 1.6.4 but the process is the same).
Before you look into core mods, there's a 99% chance you won't need one. Explain what you are doing and we can help you determine whether or not you actually need one. You also need to know how to write bytecode, which is pretty difficult at first (you can google tutorials on that too).
You are removing and then applying the modifier every tick. Check to make sure you have the armor and sword and such equipped while also checking that the modifier is NOT applied. If this passes, apply the modifier. Then in your else, if they remove the armor while they HAVE the modifier, remove the modifier.
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It's likely an issue with your naming convention. Make sure you item name is lowercase. IIRC, inside of development environments, case sensitivity is ignored, therefore loading your textures and such. However, outside of it, case sensitivity is taken into account.
On a side note, you need to update to current versions. 1.7.10 is no longer supported by Forge, therefore signaling it's time to move on for modders wandering around in 1.7.10 versions.
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Use == instead. The equals method compares objects, not primitive data.
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That should work, but you could take it one step more and check for getHorizontalFacing().getHorizontalIndex(). This returns an int, so just compare the two ints.
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getHorizontalFacing?
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Check the direction that both players are facing. If facing the same direction, multiply the damage.
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Copy the contents of the file and delete. Then create a new mcmod.info file and paste in the contents. It should load up in the game after that.
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An easier implementation might be to just check if both players are facing the same direction.
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There's a couple logistic issues with this too. This will probably only work well with other players, but with monsters, it might be hard to "sneak" up behind one since they always look face you when in range.
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It definitely does...show your method.
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When you right click the item, you want to move the player, which you do. Create a boolean variable to check whether or not you have just flung the variable. Set it to true when they right click. In the onUpdate method, check to see if the boolean is true and check to see if the player is in the ground/water, and if so, create the explosion. Set the boolean to false.
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Look up ASM - there's a tutorial about it on these forums (it says 1.6.4 but the process is the same).
Before you look into core mods, there's a 99% chance you won't need one. Explain what you are doing and we can help you determine whether or not you actually need one. You also need to know how to write bytecode, which is pretty difficult at first (you can google tutorials on that too).
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Call LootTableList.register() and pass in your Resource Location for the loot table in preInit.
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Your JSON file will not work. Look up a JSON validator to check to make sure it is right.
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You are removing and then applying the modifier every tick. Check to make sure you have the armor and sword and such equipped while also checking that the modifier is NOT applied. If this passes, apply the modifier. Then in your else, if they remove the armor while they HAVE the modifier, remove the modifier.
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While it's not released quite yet, I'm working on a project you might be interested in (very similar to Hack/Mine). I have a Discord server for it here if you want to join.