#1
Posted 07 December 2012 - 06:00 PM
#2
Posted 07 December 2012 - 06:23 PM
#3
Posted 07 December 2012 - 07:13 PM
#4
Posted 08 December 2012 - 01:52 AM
public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
{
return null;
}
public boolean isOpaqueCube()
{
return false;
}
/**
* If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
*/
public boolean renderAsNormalBlock()
{
return false;
}
public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity)
{
if (par5Entity.ridingEntity == null && par5Entity.riddenByEntity == null && par5Entity instanceof EntityPlayer && !par1World.isRemote)
{
((EntityPlayer)par5Entity).travelToDimension(1);
}
}
public int getRenderBlockPass()
{
return 1;
}
This will allow you to step in a block you created to transport to the end, but you cant get back without defeating the dragon.....
I am working on making that possible...
#5
Posted 08 December 2012 - 03:17 AM
microjunk, on 08 December 2012 - 01:52 AM, said:
public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
{
return null;
}
public boolean isOpaqueCube()
{
return false;
}
/**
* If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
*/
public boolean renderAsNormalBlock()
{
return false;
}
public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity)
{
if (par5Entity.ridingEntity == null && par5Entity.riddenByEntity == null && par5Entity instanceof EntityPlayer && !par1World.isRemote)
{
((EntityPlayer)par5Entity).travelToDimension(1);
}
}
public int getRenderBlockPass()
{
return 1;
}
This will allow you to step in a block you created to transport to the end, but you cant get back without defeating the dragon.....
I am working on making that possible...
#7
Posted 08 December 2012 - 09:32 AM
#10
Posted 09 December 2012 - 02:07 AM
#11
Posted 09 December 2012 - 05:32 AM
#12
Posted 09 December 2012 - 05:43 AM
TheUberKid, on 09 December 2012 - 01:57 AM, said:
The8BitFist, on 09 December 2012 - 05:32 AM, said:
#13
Posted 10 December 2012 - 12:11 AM
#14
Posted 10 December 2012 - 12:19 AM
The8BitFist, on 10 December 2012 - 12:11 AM, said:
#16
Posted 23 December 2012 - 08:33 PM
But anyway, I haven't tried this yet, but maybe use silk touch on a portal block? I don't know if it works but it's worth a try I guess.
Quote
-Marc Watson, Mojang
#17
Posted 23 December 2012 - 08:37 PM
Though as mentioned above this may be coincidence because maybe those ones, the portal blocks were facing inward.
The Dragonborn returns to life, with awful burning eyes.
#18
Posted 23 December 2012 - 08:37 PM
IronMagus, on 10 December 2012 - 12:19 AM, said:
It doesn't have to be facing the same direction. I built one in creative with half the eyes facing the other direction and it still lit. Whether being in creative impacts this or not, I don't know.
Quote
-Marc Watson, Mojang










