MOD is broken. You win this round Simpson. Still possible to re-establish this mod, just not likely. Our apologies to everyone who enjoyed this Mod. It appears that TNT will be un-modifiable for some time.
Tiny and I are both working on this. I created the Class files required for it's own object and he did the texture but we are stuck as to why it changes to pure white after hitting it. Does anyone know what class file is associated with what happens to an object after being hit?
For those that want to know how to make an object in game it's own here is a short tutorial.
Class files needed for editing
di - Items
dw - Recipe
jd - (Gives the TNT instructions for movement when hit)
je - (Smoke and explosion effects)
ly - (All blocks will be referenced in here)
q - TNT itself
You need to create a new file for jd and q file and change the code in each from jd to w/e you name it. You can name the new q file anything you want but be sure to edit the code accordingly.
This is pretty badass, but I have to ask, is there a reason it doesn't blow up evenly?
That deals with the equation. The bigger the explosion the bigger the sphere it explodes in will be. We could change it to just blow down or just up instead of in a 360 sphere.
I would suggest extending the original TNT class. You could then change the texture and the blast radius while still having it function correctly.
That is how we originally did it. We messed with TNT to make the blast radius bigger but had some requests to keep TNT normal and have a Nuke be it's own object.
This is pretty badass, but I have to ask, is there a reason it doesn't blow up evenly?
That deals with the equation. The bigger the explosion the bigger the sphere it explodes in will be. We could change it to just blow down or just up instead of in a 360 sphere.
Just down would be interesting, it couldn't be changed to be more square/even?
It could I would just have to find the class file associated with directional equations.
I would suggest extending the original TNT class. You could then change the texture and the blast radius while still having it function correctly.
That is how we originally did it. We messed with TNT to make the blast radius bigger but had some requests to keep TNT normal and have a Nuke be it's own object.
No, extending it can make another block:
public class NukeBlock extends q
{
//code goes here
}
I would suggest taking a look at the source ModLoader and BridgeBlock.
EDIT: Just took another look at q. You'd want to make two new classes, extending q and jd respectively like this:
public class NukeBlock extends q
{
//Constructor goes here
//Override method b, replace jd with your own class (NukeExplosion in this case)
}
public class NukeExplosion extends jd
{
//Constructor goes here
//Override the method that determines explosion size (at a quick glance, looks like method i)
}
Hmm, I was discussing with Risugami about this, and apparently each entity has it's own renderer class. He said that likely, that is what you're missing and is the cause of the white entity.
Hmm, I was discussing with Risugami about this, and apparently each entity has it's own renderer class. He said that likely, that is what you're missing and is the cause of the white entity.
I would really like to create an individual class file and have it reference the same way that risugami does with his mod's and I would like to make it compatible with his mod_loader but at the moment I was carried away with the idea and until I have completed it the entire routine with blinking in all. When I have it all smoothed over I will work on that and could use some advice from risugami. I use his elemental arrows mod and am a big fan. The di and dw classes already have the linkage to include his mods.
Class files needed for editing
di - Items
dw - Recipe
jd - (Gives the TNT instructions for movement when hit)
je - (Smoke and explosion effects)
ly - (All blocks will be referenced in here)
q - TNT itself
You need to create a new file for jd and q file and change the code in each from jd to w/e you name it. You can name the new q file anything you want but be sure to edit the code accordingly.
That deals with the equation. The bigger the explosion the bigger the sphere it explodes in will be. We could change it to just blow down or just up instead of in a 360 sphere.
Get Dropbox
That is how we originally did it. We messed with TNT to make the blast radius bigger but had some requests to keep TNT normal and have a Nuke be it's own object.
It could I would just have to find the class file associated with directional equations.
No, extending it can make another block:
I would suggest taking a look at the source ModLoader and BridgeBlock.
Get Dropbox
EDIT: Just took another look at q. You'd want to make two new classes, extending q and jd respectively like this:
Get Dropbox
I would really like to create an individual class file and have it reference the same way that risugami does with his mod's and I would like to make it compatible with his mod_loader but at the moment I was carried away with the idea and until I have completed it the entire routine with blinking in all. When I have it all smoothed over I will work on that and could use some advice from risugami. I use his elemental arrows mod and am a big fan. The di and dw classes already have the linkage to include his mods.