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    posted a message on The Egyptian Mythology Mod [IDEA]

    Just a question,


    Is this mod currently being maintained? I like the contents of it and am currently learning 1.12.2 modding since it has been a couple of years later after the last post. I could port a potential creation, I just need to see a download in 1.7.10 since it sounds cool to me.

    Posted in: Requests / Ideas For Mods
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    posted a message on Unable to load item texture with Forge 1.7.10

    A quick fix on your part, on this line:

    GameRegistry.registerItem(dustChristmas, dustChristmas.getUnlocalizedName().substring(5));

    When you register your item, you're calling substring(5) on the unlocalized name, people usually put the modid before the name so in this case, the unlocalized name doesn't match your texture name. If you remove the method call, it should work.

    Posted in: Modification Development
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    posted a message on Attack speed, range, and knock back for weapons (SOLVED)

    Edit: @Electroblob_ said everything I was going to say, my page refreshed as I made this post.


    But simply, he's right. I meant to say that you just needed to receive the AxisAlignedBB without the extra getBoundingBoxFromPool in the first part of the statement. (before the equals sign)


    I'll try to be clearer from now on.


    BTW: For more info on static, here is a small tutorial on it: http://bit.ly/22M7xjD

    Posted in: Modification Development
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    posted a message on Attack speed, range, and knock back for weapons (SOLVED)

    Hey,


    I looked at your code that you placed in GitHub and I have one small syntax error for you to clean up. If you get any more errors in Eclipse, let me and @Electroblob_ know ;) :


    In ClientHandler, you have a couple typos with your AxisAlignedBB.getBoundingBoxFromPool(...) methods, this is because the methods are static meaning you don't need the new operator. Also keep in mind that the method returns a AxisAlignedBB, so you don't need to return the entire method.


    Just a side thing, but in the future, it's easier to read code from GitHub instead from a spoiler bubble, so when you next need help, just update the repository.

    Posted in: Modification Development
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    posted a message on Attack speed, range, and knock back for weapons (SOLVED)

    You have one minor flaw in your code,


    The onEvent() method should be in a event handler not the client proxy.


    That should clean up some of your errors.

    Posted in: Modification Development
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    posted a message on Burning Items

    For the metal, yes when the item isSelected (you can check via an if statement) you can do e.setFire(1) to set the player on fire.


    That isSelected parameter is very helpful in this method because it checks if the specific item you are holding (in this case, the metal) is selected on the hotbar. If the game notices that you selected the tongs or any other item, isSelected will be false and the game won't set you on fire.

    Posted in: Modification Development
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    posted a message on Attack speed, range, and knock back for weapons (SOLVED)

    I'm sorry if I'm not much help on the extended reach weapons (I tried it for my mod, It's hard and I gave up... :( )


    But as a tip for the spam clicking hammer, you could always call onUpdate() on your hammer and if it isSelected, you can create a mining fatigue potion effect preferably or a slowness effect. That might help you with one of the problems.

    Posted in: Modification Development
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    posted a message on Burning Items

    Then, it is quite simple to do.


    For the metal, use the onUpdate() method Metamorphic_Fish gave you and inside check if the item is selected (there is a isSelected parameter in method) and within the if statement, you either use entity.setFire(1) or for the tongs, type this:


    EntityPlayer player = entity instanceof EntityPlayer ? (EntityPlayer) entity : null;

    With the player, you can easily use the addPotionEffect(int id, int duration [should be 1 because the time is infinitely repeating unless the tongs or another item is held ], int level [It is 0 based. ex) Regen 1 = 0 ] ) to give the player your desired effect.

    Posted in: Modification Development
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    posted a message on Detect LivingEntityBase and Apply Potion Effect Nearby

    One idea is to look at the AxisAllignedBB class, this deals with the bounding boxes (collisions) of entities and blocks.

    But oh boy, this is quite a hard task.


    You are going to have to override the onUpdate() method in your Block class and get the World#getClosestPlayer with the coords they give you. With this, you need to get the bounding box from Block#getCollisionBoundingBoxFromPool but you might have to add a little extra to the x and z coords since you have a surrounding range. Second to last, you can use World#getCollidingBoundingBoxes to receive a list of the collisions between the player and the block and lastly, there has to be an if check to see if the list is not empty. Then, you can apply the potion effect.


    Unfortunately, these steps only work with players, you may need to recreate a getClosestPlayer() substituting the player list for an entity list in your block class for all entities to be damaged.


    Sorry for sounding technical if I did but test this to see if it works.

    Posted in: Modification Development
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    posted a message on dungeons and dragons mod

    You can probably put the code in the hitEntity() method of your sword. Each time you hit an entity, you get your random number from 3-9 and use target.attackEntityFrom(DamageSource.generic, randomNumber); to inflict damage on it. This may affect your tool material for the mace but that's my suggestion. You also don't need the @SideOnly.

    Posted in: Modification Development
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    posted a message on net.minecraft.util.ReportedException: Ticking entity

    The EnderTeleportEvent needs an EntityPlayerMP as the thrower. You should be able to cast the thrower as an EntityPlayerMP via instanceof and null check the thrower just in case.

    Posted in: Modification Development
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    posted a message on net.minecraft.util.ReportedException: Ticking entity

    Instead of directly teleporting the player, you can use a system similar to the Ender Pearl, with a EnderTeleportEvent. All you have to do is instantiate the event object, post it to the Minecraft Event Bus and set the entity's position equal to the event's x, y and z variables. If you want a reference to what you need to do, you can see entity source code for the ender pearl. From my experience, it shouldn't crash.

    Posted in: Modification Development
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    posted a message on Fossil Hunt! Recruiters Wanted!

    The way to achieve these fossils would come from real life procedures taken from a paleontology book. For example, you need a tiny shovel first to get rid of the dirt and extra stuff blocking the fossil before you can isolate the fossil and its removal.


    The manual can be found here: https://goo.gl/b480jG

    Posted in: Requests / Ideas For Mods
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    posted a message on Fossil Hunt! Recruiters Wanted!

    *bump*

    Posted in: Requests / Ideas For Mods
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    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    Quote from Deon0000»

    How do u download the mod


    Posted in: Minecraft Mods
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