Gaah. I've had several people PM me about both sides of the GUI layer switch. Solution: make it set-able using a properties file! Will get that done tonight. I will also probably put in the option of making the long bow shoot either normally or with the arc shot, and item IDs.
Also, I've finally nailed down getting the closest entity or block that your mouse is over at any range instead of just in the default reach range - the first use of this will be for the long bow constructing arc shots to its target, but it will be used eventually for several ideas, such as selecting mobs and locations in the game.
If you're having GUI issues with 0.4.1, I will be implementing a toggle option via properties file in an update tonight / early tomorrow. Before then however, grab the CombatGUIingame file from v0.4 here. IIRC, the only thing changed in that file was switching the order of the GUI bar / ticks around.
Damn. I really wish I could use this mod with Zipline mod, it's incompatible with this mod because of the qz.class :sad.gif:(( Is there a way I can edit one or the other or delete one of them so I can use it, but not have one of the features? Because these two mods fit amazingly together for my play style.
Damn. I really wish I could use this mod with Zipline mod, it's incompatible with this mod because of the qz.class :sad.gif:(( Is there a way I can edit one or the other or delete one of them so I can use it, but not have one of the features? Because these two mods fit amazingly together for my play style.
Sorry double post. Found out I can run both, but I have to install Combat++ and then drop zipline in. Currently experience no bugs, fresh jar with only these two mods. This is awesome!
EDIT: Found out if I try to use the arrow with rope it shoots two arrows with no charge. If I hold it and charge it, it will shoot the arrow with rope first, then continuously shoot arrow as I charge. But that's because I have Zipline mod installed.
Here's my recommendation, make it so you can also charge your sword! If you rapidly click, you deal no damage, but if you hold the charge for maybe 1/4th to 1/2 a second, it'd charge a swing! This way while blocking, you won't just be spammed by rapid clickers! Also, if possible, make it so that you can swing sideways, and diagnol and such, basically, while charging your sword, you would move the mouse in the direction you want to swing, just for fun effects! Maybe if two peoples swords collide no one takes damage, therefore you could block, OR you could try and counter the swing! I know, sounds like too much, but maybe I could help with some of it? I'm only an amateur Coder, only made one mod and can't make GUI's yet... But I'd help anyway I could!
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Time is Diamonds, and I got none to spare! Unless you have redstone of course!
Sorry double post. Found out I can run both, but I have to install Combat++ and then drop zipline in. Currently experience no bugs, fresh jar with only these two mods. This is awesome!
EDIT: Found out if I try to use the arrow with rope it shoots two arrows with no charge. If I hold it and charge it, it will shoot the arrow with rope first, then continuously shoot arrow as I charge. But that's because I have Zipline mod installed.
That's because I did a slight modification to the onRightClick method of ItemBow - qz.class - to check if mod_combat says it should fire. Without that, the bows will act like they do in the default Minecraft client. I'll talk to the author behind Ziplines about creating a compatibility file - I literally only add an if statement and a second line to the right click method so I'd be surprised if it didn't work.
That's because I did a slight modification to the onRightClick method of ItemBow - qz.class - to check if mod_combat says it should fire. Without that, the bows will act like they do in the default Minecraft client. I'll talk to the author behind Ziplines about creating a compatibility file - I literally only add an if statement and a second line to the right click method so I'd be surprised if it didn't work.
Thanks man! That would be very awesome of you! Also, on his page he actually wrote "(modders: message me for a compatibility .diff)" These mods together are very nice, even without one another, but it would add a really cool effect to one another. Thanks for this awesome mod, and thanks for willing to take your time to contact Binarydoodler's mod to make it compatible, I REALLY appreciate your time and effort!
Looking foward to the compatibility with the zipline mod. Both amazing mods, but it sucks having to build up power while shooting :sad.gif: . But, other than that, amazing :biggrin.gif:
Good news everyone! Found out a way to deal with left clicking while blocking without modifying EntityPlayer - this appears to solve pretty much every compatibility issue beyond with Zan's minimap (and I'm assuming every other mod that adds a GUI overlay) and Ziplines, which has compatibility issues with gz.class - the basic bow. I still need to contact those authors for compatibility fixes, but... yay!
The properties file doesn't really work in regards to the GUI tick overlay.
For false, only the fully charged bit is actually over the gui. Otherwise it's behind. Don't know about critical hits yet, though, because the test world I'm in is strangely barren.
The properties file doesn't really work in regards to the GUI tick overlay.
For false, only the fully charged bit is actually over the gui. Otherwise it's behind. Don't know about critical hits yet, though, because the test world I'm in is strangely barren.
Looking into this now; it should work... All the lines that draw the background are in the right place, but I'm getting the same error you are.
Edit: Fixed. Missed the most important one for ticks on top = false: the charging one. Haha
Pushing out this GUI fix, the removal of gs.class (EntityPlayer), and a bit better mob pincussioning (better math on arrow collision) tonight as v0.4.2a.
v0.4.2a released! Several bugfixes / compatibility fixes.
Change Log:
- Fixed GUI layering
- Removed usage of gs.class (You'll either have to do a clean install, download the file linked below, or the gs.class from a different mod)
- Arrows sticking to mobs looks better.
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awesome just awesome :smile.gif:
i haven't found any bugs yet..
its just that sometimes the gui for bow disappear.. but that maybe the cause of other mods (im constantly changing/updating mods)
and the arrow stick thing... thats what im talking about. :biggrin.gif: no more floating for them
also the block switch is now faster.. love it!
when will blocking work w/ balkon's weapon mod? C:
To integrate this mod with balkon's, I'm going to need the names of the weapons that people want to be able to block with so that I know what to check for in order to flag for the block code.
If you can get me that, I can release a patch in the next couple days that should make it work.
In the mean time, however, out side of bug fixes, I am moving right along to v1.0! It will contain long bows firing arc shots as well as even more changes to how combat works, even adding an entirely new form of combat! I can't guarantee that it will be out before 1.8, but I'll keep you all updated on what's going down.
Speaking of 1.8... When it comes out, I'm going to have to decide (with community help, of course) what features that will be in 1.8 that I have in Combat++ I will be keeping and what I will be removing from my own code in order to use Mojang's version. Off the top of my head, I'm pretty sure they're including charging bows, arrows sticking to mobs, and at least some form of blocking. While that is pretty much the entirety of Combat++ now, expect new mechanics and stuff in v1.0, and, of course, if people think that my version of the mechanics are better than Mojang's implementation, I will keep them up to date.
To integrate this mod with balkon's, I'm going to need the names of the weapons that people want to be able to block with so that I know what to check for in order to flag for the block code.
If you can get me that, I can release a patch in the next couple days that should make it work.
In the mean time, however, out side of bug fixes, I am moving right along to v1.0! It will contain long bows firing arc shots as well as even more changes to how combat works, even adding an entirely new form of combat! I can't guarantee that it will be out before 1.8, but I'll keep you all updated on what's going down.
Speaking of 1.8... When it comes out, I'm going to have to decide (with community help, of course) what features that will be in 1.8 that I have in Combat++ I will be keeping and what I will be removing from my own code in order to use Mojang's version. Off the top of my head, I'm pretty sure they're including charging bows, arrows sticking to mobs, and at least some form of blocking. While that is pretty much the entirety of Combat++ now, expect new mechanics and stuff in v1.0, and, of course, if people think that my version of the mechanics are better than Mojang's implementation, I will keep them up to date.
I think that wooden, stone, iron, gold and diamond halberds, wooden, stone, iron, gold and diamond battleaxes and wooden, stone, iron gold and diamond battleaxes.
Also, I've finally nailed down getting the closest entity or block that your mouse is over at any range instead of just in the default reach range - the first use of this will be for the long bow constructing arc shots to its target, but it will be used eventually for several ideas, such as selecting mobs and locations in the game.
Sorry double post. Found out I can run both, but I have to install Combat++ and then drop zipline in. Currently experience no bugs, fresh jar with only these two mods. This is awesome!
EDIT: Found out if I try to use the arrow with rope it shoots two arrows with no charge. If I hold it and charge it, it will shoot the arrow with rope first, then continuously shoot arrow as I charge. But that's because I have Zipline mod installed.
But im a guy that have no luck (I havent got any Crit Hits).
Anyway, i will try to crit some mob again!
Nice mod!
PS: Please make this for SMP.
And i think we need some kind of perks system.
That's because I did a slight modification to the onRightClick method of ItemBow - qz.class - to check if mod_combat says it should fire. Without that, the bows will act like they do in the default Minecraft client. I'll talk to the author behind Ziplines about creating a compatibility file - I literally only add an if statement and a second line to the right click method so I'd be surprised if it didn't work.
I'll look into a SMP version in the future - it's a whole different beast from SSP and will take a lot of focus. It's in the future, however.
And, not quite perks, but skill levels for bows / swords - faster charging and some benefits for swords will come based on use.
Thanks man! That would be very awesome of you! Also, on his page he actually wrote "(modders: message me for a compatibility .diff)" These mods together are very nice, even without one another, but it would add a really cool effect to one another. Thanks for this awesome mod, and thanks for willing to take your time to contact Binarydoodler's mod to make it compatible, I REALLY appreciate your time and effort!
Also, the text file for properties will need to be deleted with any Combat++ updates that modify what goes in it - I'll let you guys know.
Change Log:
made certain settings / itemIDs read from Combat.txt in the Minecraft folder.
fixed the long bow recipe... again!
Download v0.4.2 here.
Edit: Btw, the combat.txt has a "spoiler" for a future feature in it.
For false, only the fully charged bit is actually over the gui. Otherwise it's behind. Don't know about critical hits yet, though, because the test world I'm in is strangely barren.
Looking into this now; it should work... All the lines that draw the background are in the right place, but I'm getting the same error you are.
Edit: Fixed. Missed the most important one for ticks on top = false: the charging one. Haha
Pushing out this GUI fix, the removal of gs.class (EntityPlayer), and a bit better mob pincussioning (better math on arrow collision) tonight as v0.4.2a.
Change Log:
- Fixed GUI layering
- Removed usage of gs.class (You'll either have to do a clean install, download the file linked below, or the gs.class from a different mod)
- Arrows sticking to mobs looks better.
Click here to download the latest version!
NOTE: IF UPDATING FROM 0.4.2 OR EARLIER VERSIONS, YOU WILL NEED TO EITHER COPY THIS FILE INTO YOUR MINECRAFT.JAR FOLD OR THE GS.CLASS FILE FROM ANOTHER MOD.
i haven't found any bugs yet..
its just that sometimes the gui for bow disappear.. but that maybe the cause of other mods (im constantly changing/updating mods)
and the arrow stick thing... thats what im talking about. :biggrin.gif: no more floating for them
also the block switch is now faster.. love it!
totally a lot better :biggrin.gif:
keep it up.. can't wait for the next update!
If you can give Minecraft a REAL combat system, I will be overjoyed.
To integrate this mod with balkon's, I'm going to need the names of the weapons that people want to be able to block with so that I know what to check for in order to flag for the block code.
If you can get me that, I can release a patch in the next couple days that should make it work.
In the mean time, however, out side of bug fixes, I am moving right along to v1.0! It will contain long bows firing arc shots as well as even more changes to how combat works, even adding an entirely new form of combat! I can't guarantee that it will be out before 1.8, but I'll keep you all updated on what's going down.
Speaking of 1.8... When it comes out, I'm going to have to decide (with community help, of course) what features that will be in 1.8 that I have in Combat++ I will be keeping and what I will be removing from my own code in order to use Mojang's version. Off the top of my head, I'm pretty sure they're including charging bows, arrows sticking to mobs, and at least some form of blocking. While that is pretty much the entirety of Combat++ now, expect new mechanics and stuff in v1.0, and, of course, if people think that my version of the mechanics are better than Mojang's implementation, I will keep them up to date.
I think that wooden, stone, iron, gold and diamond halberds, wooden, stone, iron, gold and diamond battleaxes and wooden, stone, iron gold and diamond battleaxes.