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    posted a message on Macro / Keybind Mod
    Quote from Mumfrey

    Absolutely, you do this by scripting the key. The smallest usable idiom for this is using a single IIF switch:
    $${IIF(~SHIFT,"/lottery buy","/lottery")}$$

    IIF's can't be nested though so for more complex behaviour you will need to use regular IF. Bear in mind that this doesn't work with numpad keys because shift+numpad3 for example actually sends PageDown!


    Quote from Gorlem

    $${if(SHIFT);echo(/lottery buy);else;echo(/lottery);endif}$$



    Well, I couldn't get the IFF switch to work (it just didn't do anything, though I may have been doing it wrong), so I used Gorlem's method, which worked like a charm.

    I facepalmed so hard when I realized what my problem with the events was. When I had downloaded the mod, I had accidentally downloaded the 0.8.2 version, instead of the 0.8.5. Once I had that fixed, using scripts was actually pretty easy, and I've made a few, mostly to experiment with the global variables (HEALTH, etc.).

    I have a couple of requests for 0.9 though. First of all, an ITEMNAME variable or some such would be very helpful, to say what the name of the currently held item is. I cobbled together a work around by using a whole bunch of IF ELSEIF ENDIF clauses, but its pretty large and unwieldly, even with only the tools with durability.

    Also, the ability to save things to a text file would be very nice, It would be very nice for making chat logs in SMP, for example, or to save coordinants that you want to remember with the touch of a button.

    Finally, and this might be the hardest thing to do of all, but it would be cool if we could get the data of the block we are currently looking at (within range). Stuff like the block ID, its world postition, and its light level. Actually being able to activate such blocks from a script, like right clicking them, would be awesome.

    But yeah. This mod is one of the most helpful things I have ever had the pleasure of using.
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Mumfrey, this is one of the greatest and most useful mods I've ever used, second only to Optifine. I do have a couple questions/feature requests. First, how do you use the events? Do you just place it in the macros.txt file like the keybinds? Or am I missing something?

    The other thing I'm wondering is if there is a way to make the same key preform several different macros, depending if shift or control is pressed. I tried to do this, but couldn't find a way. As an example, the server I play on has a lottery, using the /lottery command. I have L set up for /lottery for basic information about the lottery, but I want to bind Shift+L to use the /lottery buy command, which buys lottery tickets. Is there any way to do this?
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Bmwssu

    I get a major lag spike when ever I place or destroy a block, which, when placing, leads to placing two blocks instead of one. It's really frustrating, and I was just wondering if it's an option that I set or if anyone else gets this.


    Quote from Drakomord

    Hello, I have a bug with the pistons with OptiFine_1.1_HD_D5, watch this video:



    I have both of these problems. My Performance is set to Max FPS and Smooth Imput is on for the first one, which is by far much more annoying, so it isn't that. I do play on a laptop with a 64x texture pack, so that might be some of the problem. If anyone can think of any fixes, I would be very happy.

    Also, for the second one, I don't have any clocks period, just some pistons hooked up to a button or t-flip flop. It is in SMP though, so I guess someone else could.
    Posted in: Minecraft Mods
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    posted a message on Need help making a mod
    So, after deciding that I prefer the Creative mode flying to all other forms, I went ahead and tried to first find one, then make one myself. I actually succeeded in allowing flight in Survival, but with two problems. In SSP, I never take fall damage, even when flying is turned off, and in SMP, I always take damage upon landing. Since I am a complete noob when it comes to Minecraft programming, could somebody either walk me through what I need to do, or point me in the general location of what files I should be changing to fix this?
    Posted in: Mods Discussion
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    posted a message on [x64][1.18.X] Ovo's Rustic Pack: Redemption v1.12 WIP [Updated: 2022-02-04]
    Quote from Rhonde

    I've been screwing around, and I decided I didn't like the default cursor, so I tried to change it. for some reason it is having no effect. I feel stupid about it, but better to ask, and learn, to ignore, and never know. I am patching using optifine, editing the cursor in gui.png, does anyone know why it isn't changing?


    There is another one in icons.png. Try that one.

    I have made ANOTHER slimeball. I've added some noise to it, not to much, but enough to make it look nice, after realizing that Ovo's textures arn't nearly as silky smooth as I thought. I do have a noiseless one if somebody wants it. I also have magma creams for them, and a snowball.





    I'm going to try out your armors Rhonde. They look pretty good from what I've seen of them on the forums. Though I may end up making a few small changes, or making my own all together.
    Posted in: Resource Packs
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    I think I found a bug. This SMP server I play on has a bunch of these portals that go to various locations in the server. Whenever I use one, Minecraft crashes.

    Error report:


    --- BEGIN ERROR REPORT a1dce528 --------
    Generated 2/12/12 1:10 PM

    Minecraft: Minecraft 1.1
    OS: Windows 7 (amd64) version 6.1
    Java: 1.7.0, Oracle Corporation
    VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    LWJGL: 2.4.2
    OpenGL: Intel® HD Graphics version 2.1.0 - Build 8.15.10.2189, Intel

    java.lang.NullPointerException
    at dq.<init>(SourceFile:28)
    at cm.updateRenderer(WorldRenderer.java:236)
    at l.updateRenderer(RenderGlobal.java:1553)
    at l.updateRenderersImpl(RenderGlobal.java:1399)
    at l.a(RenderGlobal.java:1358)
    at kz.a(EntityRenderer.java:1186)
    at kz.b(EntityRenderer.java:910)
    at net.minecraft.client.Minecraft.x(SourceFile:742)
    at net.minecraft.client.Minecraft.run(SourceFile:662)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 1b014585 ----------

    This is on Optifine HD C Smooth.
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Hey, sp614x! You should make it so that this launcher will work on offline accounts. I tried to install it for my little brothers, but it wouldn't work because they don't have their own account, and I won't let them have my password.
    Posted in: Minecraft Tools
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Does anybody have a link to one of those error test batch files? I tried to log into multiplayer but the game crashed.
    Posted in: Minecraft Mods
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from atomic2354

    Jeb just posted this picture... I'm scared...




    ... Lets just hope that you can't spawn them with a mob spawner... *Goes home to cry in corner clutching sword*
    Posted in: Maps
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from iiiHuman

    • Make sure you have the latest version of Java 6 (Java 1.6) installed even if you have Java 7 (Java 1.7) installed.
    • If you are on a 64-bit edition of Windows, make sure you install both the 32-bit and 64-bit editions of Java.


    Sooo... If you have 64-bit Windows, you should have four different Javas installed? Java 6 x32, Java 6 x64, Java 7 x32, and Java 7 x64?

    Seems like overkill to me, but OK.
    Posted in: Minecraft Mods
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    posted a message on [x64][1.18.X] Ovo's Rustic Pack: Redemption v1.12 WIP [Updated: 2022-02-04]
    Quote from creeperfighter3

    I use paint.net. "Psychotic, can you add informations of mods supporting in first post?" What does this mean?


    He wants Psychotic to add a list of supported mods to the front page (currently only the Aether and RedPower, correct?). I think.
    Posted in: Resource Packs
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Does anyone know of a place to get/harvest some slimeballs in Infernal Skies II? I need some sticky pistons for my rail station.

    Also, Vechs, the Ghost Town area is quite fun! I've just about completed it, I only have the condemned house left to clear out. Although:
    You should really put some mob spawners in the bottom level of the city vaults. I only encountered naturally spawned enemies in it, making it a bit too easy. :wink.gif:
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from ZapCorp


    Quote from isaac_bardin

    Also, would someone tell me where the orange and magenta wools are? So I have 2 questions in total. Where are some rail chests, and where are those two wools?

    Any answers are greatly appreciated.


    :sad.gif: I don't have an awesome house or base, I just set up camp in the initial area you start off in. I do have a zombie/skeleton grinder in the Armada area though.

    For the wools:
    I don't know about the magenta wool, but the orange wool is in the back of a cave next to the lake in the Sky Garden area.
    Posted in: Maps
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Hey, sp614x! I just thought of an awesome feature. You should make it so that texturepacks can make special animations for enchanted items. For example, a sword with the Fire Affinity enchantment could actually be on fire. You could set up a list of what enchantments override others, so that texture pack makers only have to make one texture for each individual enchantment and don't have to have a file for a diamond sword with Fire Affinity, Sharpness, and Looting on it. Just an idea, I'll understand if you don't want to make it, but come on, it would be pretty cool to set mobs on fire with a flaming sword.

    Or sign, if you play Super Hostile maps :wink.gif:
    Posted in: Minecraft Mods
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Combak

    Yeah... That isn't going to help you much, since you'll get hungry from all the fighting. Don't forget about fish!


    No prob. I've got a basic zombie/skeleton spawner system set up near some spawners. It's really slow, but it works. Fish though, that's a good idea. I'm going to have to try that out.

    Quote from soulzjd

    Ok Canopy Carnage v1.2H
    I have a question on finding the mats for crafting an item that makes things much easyer....
    ARROWS - Im geting VERY low on them and still have not seen any gravel/grass/chickens !!!!
    Is there any way to replace used arrows or do I just have to use enchanting to make a GODLY bow ? (if thats even possible first time messing with enchanting)


    Skeletons dude. Skeletons.
    Posted in: Maps
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