First of all I based it off of a tv show which has millions of viewers so I am not at all surprised that you had the same idea as me. But after reading your absurd comment I looked through your topics on your profile and there is not one post of you having this idea and the one mod you made (Mario mod) does not have a copyright on it. So I sadly have to dismiss your charges
@Akuren no it is not its own sepreate world type sorry :/ that would create all types of problem because some people may want to play it on super flat
Don't think so, I'm having problems with the mobs you know.
this is the code but can't use it because 1.4 came out :
package net.minecraft.src;
public class EntityWalkingDeadZombie extends EntityAnimal
{
public EntityWalkingDeadZombie(World par1World)
{
super(par1World);
this.texture = "/mob/cow.png";
this.setSize(0.9F, 1.3F);
this.getNavigator().setAvoidsWater(true);
this.tasks.addTask(0, new EntityAISwimming(this));
this.tasks.addTask(1, new EntityAIPanic(this, 0.38F));
this.tasks.addTask(2, new EntityAIMate(this, 0.2F));
this.tasks.addTask(3, new EntityAITempt(this, 0.25F, Item.wheat.shiftedIndex, false));
this.tasks.addTask(4, new EntityAIFollowParent(this, 0.25F));
this.tasks.addTask(5, new EntityAIWander(this, 0.2F));
this.tasks.addTask(6, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
this.tasks.addTask(7, new EntityAILookIdle(this));
}
/**
* Returns true if the newer Entity AI code should be run
*/
public boolean isAIEnabled()
{
return true;
}
public int getMaxHealth()
{
return 10;
}
/**
* Returns the sound this mob makes while it's alive.
*/
protected String getLivingSound()
{
return "mob.walkingdeadzombie";
}
/**
* Returns the sound this mob makes when it is hurt.
*/
protected String getHurtSound()
{
return "mob.cowhurt";
}
/**
* Returns the sound this mob makes on death.
*/
protected String getDeathSound()
{
return "mob.zombiehurt";
}
/**
* Returns the volume for the sounds this mob makes.
*/
protected float getSoundVolume()
{
return 0.4F;
}
/**
* Returns the item ID for the item the mob drops on death.
*/
protected int getDropItemId()
{
return Item.leather.shiftedIndex;
}
/**
* Drop 0-2 items of this living's type
*/
protected void dropFewItems(boolean par1, int par2)
{
int var3 = this.rand.nextInt(3) + this.rand.nextInt(1 + par2);
int var4;
/**
* Called when a player interacts with a mob. e.g. gets milk from a cow, gets into the saddle on a pig.
*/
public boolean interact(EntityPlayer par1EntityPlayer)
{
ItemStack var2 = par1EntityPlayer.inventory.getCurrentItem();
if (var2 != null && var2.itemID == Item.bucketEmpty.shiftedIndex)
{
if (--var2.stackSize <= 0)
{
par1EntityPlayer.inventory.setInventorySlotContents(par1EntityPlayer.inventory.currentItem, new ItemStack(Item.bucketMilk));
}
else if (!par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(Item.bucketMilk)))
{
par1EntityPlayer.dropPlayerItem(new ItemStack(Item.bucketMilk.shiftedIndex, 1, 0));
}
/**
* This function is used when two same-species animals in 'love mode' breed to generate the new baby animal.
*/
{
return new EntityWalkingDeadZombie(this.worldObj);
}
}
I have no experence with mods what so ever. I hope you still check this because I need help. If you have skype maybe we can set something up on teamviewer(allows you to take control of my comp). If so please respond ASAP.
I have no experence with mods what so ever. I hope you still check this because I need help. If you have skype maybe we can set something up on teamviewer(allows you to take control of my comp). If so please respond ASAP.
by the way I love the mod idea. Made a account just to have help download this. Really excited.
I have no experence with mods what so ever. I hope you still check this because I need help. If you have skype maybe we can set something up on teamviewer(allows you to take control of my comp). If so please respond ASAP.
by the way I love the mod idea. Made a account just to have help download this. Really excited.
The entire mod part. what exactly is .minecraftjar? I have winrar and all the software I need but can't get past that point. Also, you should add barricades. They whould hurt zombies but zombies can break them down after a while. Thanks for the help. I also have lots more ideas but can't help with code as you can see by my fail trying to download XD.
Just had a great idea. You chould have rouge human mobs just like in the show. They whould fight zoms and you. And then the people that capture zoms and use them as weapons? You should add those.
I have a new poll up and I want to see which one everyone would prefer. Please vote and if forge wins then i'll try my best to get it working with forge
Also I would like to thank everyone for their positive feedback, videos and support and I hope to keep giving you guys updates that you love!
I have a new poll up and I want to see which one everyone would prefer. Please vote and if forge wins then i'll try my best to get it working with forge
Also I would like to thank everyone for their positive feedback, videos and support and I hope to keep giving you guys updates that you love!
Still need help over here. Or have you forgotten? Sorry im just really excited for the mod. Also had ideas higher on the page you might want to look at.
Alogo please help. I really like this mod and want to play it. If you can't help I will just leave. If not I will keep giving ideas. Keep up the good work!
Alogo please help. I really like this mod and want to play it. If you can't help I will just leave. If not I will keep giving ideas. Keep up the good work!
I messaged you my skype account name add it and you will get help
Thanks I have early dismissal at school so about 2;20 Central Time? My plan is to have you take control of my computer with teamviewer and get this done. I thank you for going to such lengths to help one person. You whould make a good server owner.
I had an idea. If you made a building a school building kid zoms would spawn inside of it. But the school would have first aid and food, so its worth it. Also zom dogs? Got bored and sent this in English class. XD
Don't think so, I'm having problems with the mobs you know.
this is the code but can't use it because 1.4 came out :
package net.minecraft.src;
public class EntityWalkingDeadZombie extends EntityAnimal
{
public EntityWalkingDeadZombie(World par1World)
{
super(par1World);
this.texture = "/mob/cow.png";
this.setSize(0.9F, 1.3F);
this.getNavigator().setAvoidsWater(true);
this.tasks.addTask(0, new EntityAISwimming(this));
this.tasks.addTask(1, new EntityAIPanic(this, 0.38F));
this.tasks.addTask(2, new EntityAIMate(this, 0.2F));
this.tasks.addTask(3, new EntityAITempt(this, 0.25F, Item.wheat.shiftedIndex, false));
this.tasks.addTask(4, new EntityAIFollowParent(this, 0.25F));
this.tasks.addTask(5, new EntityAIWander(this, 0.2F));
this.tasks.addTask(6, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
this.tasks.addTask(7, new EntityAILookIdle(this));
}
/**
* Returns true if the newer Entity AI code should be run
*/
public boolean isAIEnabled()
{
return true;
}
public int getMaxHealth()
{
return 10;
}
/**
* Returns the sound this mob makes while it's alive.
*/
protected String getLivingSound()
{
return "mob.walkingdeadzombie";
}
/**
* Returns the sound this mob makes when it is hurt.
*/
protected String getHurtSound()
{
return "mob.cowhurt";
}
/**
* Returns the sound this mob makes on death.
*/
protected String getDeathSound()
{
return "mob.zombiehurt";
}
/**
* Returns the volume for the sounds this mob makes.
*/
protected float getSoundVolume()
{
return 0.4F;
}
/**
* Returns the item ID for the item the mob drops on death.
*/
protected int getDropItemId()
{
return Item.leather.shiftedIndex;
}
/**
* Drop 0-2 items of this living's type
*/
protected void dropFewItems(boolean par1, int par2)
{
int var3 = this.rand.nextInt(3) + this.rand.nextInt(1 + par2);
int var4;
for (var4 = 0; var4 < var3; ++var4)
{
this.dropItem(Item.leather.shiftedIndex, 1);
}
var3 = this.rand.nextInt(3) + 1 + this.rand.nextInt(1 + par2);
for (var4 = 0; var4 < var3; ++var4)
{
if (this.isBurning())
{
this.dropItem(Item.beefCooked.shiftedIndex, 1);
}
else
{
this.dropItem(Item.fleshRotten.shiftedIndex, 1);
}
}
}
/**
* Called when a player interacts with a mob. e.g. gets milk from a cow, gets into the saddle on a pig.
*/
public boolean interact(EntityPlayer par1EntityPlayer)
{
ItemStack var2 = par1EntityPlayer.inventory.getCurrentItem();
if (var2 != null && var2.itemID == Item.bucketEmpty.shiftedIndex)
{
if (--var2.stackSize <= 0)
{
par1EntityPlayer.inventory.setInventorySlotContents(par1EntityPlayer.inventory.currentItem, new ItemStack(Item.bucketMilk));
}
else if (!par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(Item.bucketMilk)))
{
par1EntityPlayer.dropPlayerItem(new ItemStack(Item.bucketMilk.shiftedIndex, 1, 0));
}
return true;
}
else
{
return super.interact(par1EntityPlayer);
}
}
/**
* This function is used when two same-species animals in 'love mode' breed to generate the new baby animal.
*/
{
return new EntityWalkingDeadZombie(this.worldObj);
}
}
First you accuse me of stealing your work and now you want help with your code?
It's not updating the thumbnail for some reason :/
What do you need help with?
Your mod seems amazing and I can't wait to try it out!
1)Guns: Such as: Snipers, Pistols and Semi-Automatic Guns (like the ones they have on season 3 )
2)Survivors and more blocks (Like barricades, Farmers, Gun men and such (Like the last released episode in season 3)
3)Forge compatibility, since I have Forge installed and it wont run with it .
If those features where implemented this would be the perfect mod
edit: Automatic generated Forts, Prisons and such would be really amazing
Also I would like to thank everyone for their positive feedback, videos and support and I hope to keep giving you guys updates that you love!
I messaged you my skype account name add it and you will get help
Yup whenever you are free