• 0

    posted a message on Help-me please
    I'm sorry but I can't find a way to replace the obsidian blocks with other blocks, I tried replacing all the blockIDs but no luck, I'll continue tomorrow. Sorry
    Posted in: Mods Discussion
  • 0

    posted a message on Help with code please!
    This tool is designed to function exactly like the enderpearl.

    Instead of having the "purple particle" effect, I wanted the Dragon dying effect (the purple beams of light effect)

    This is the code:

    package net.minecraft.src;
    import java.util.Random;
    import org.lwjgl.opengl.GL11;
    public class VWhatever extends EntityGhast
    {
    public VWhatever(World par1World)
    {
      super(par1World);
    }
    public void renderStar(VICEntityTeleport initiator, float par2)
    {
      // super.renderEquippedItems(par1EntityDragon, par2);
      Tessellator tessellator = Tessellator.instance;
      if (initiator.isThrower > 0)
      {
       System.out.println("Yea. It works2.");
       RenderHelper.disableStandardItemLighting();
       float f = ((float) initiator.isThrower + par2) / 200F;
       float f1 = 0.0F;
       if (f > 0.8F)
       {
    		f1 = (f - 0.8F) / 0.2F;
       }
       // /////////////////////////////////////////////
       // ///////////////////////////
       Random random = new Random(432L);
       GL11.glDisable(GL11.GL_TEXTURE_2D);
       GL11.glShadeModel(GL11.GL_SMOOTH);
       GL11.glEnable(GL11.GL_BLEND);
       GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
       GL11.glDisable(GL11.GL_ALPHA_TEST);
       GL11.glEnable(GL11.GL_CULL_FACE);
       GL11.glDepthMask(false);
       GL11.glPushMatrix();
       GL11.glTranslatef(0.0F, -1F, -2F);
       // ///////////////////////////
       for (int i = 0; (float) i < ((f + f * f) / 2.0F) * 60F; i++)
       {
    		GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
    		GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
    		GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 0.0F, 1.0F);
    		GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
    		GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
    		GL11.glRotatef(random.nextFloat() * 360F + f * 90F, 0.0F, 0.0F, 1.0F);
    		tessellator.startDrawing(6);
    		float f2 = random.nextFloat() * 20F + 5F + f1 * 10F;
    		float f3 = random.nextFloat() * 2.0F + 1.0F + f1 * 2.0F;
    		tessellator.setColorRGBA_I(0xffffff, (int) (255F * (1.0F - f1)));
    		tessellator.addVertex(0.0D, 0.0D, 0.0D);
    		tessellator.setColorRGBA_I(0xff00ff, 0);
    		tessellator.addVertex(-0.86599999999999999D * (double) f3, f2, -0.5F * f3);
    		tessellator.addVertex(0.86599999999999999D * (double) f3, f2, -0.5F * f3);
    		tessellator.addVertex(0.0D, f2, 1.0F * f3);
    		tessellator.addVertex(-0.86599999999999999D * (double) f3, f2, -0.5F * f3);
    		tessellator.draw();
       }
       GL11.glPopMatrix();
       GL11.glDepthMask(true);
       GL11.glDisable(GL11.GL_CULL_FACE);
       GL11.glDisable(GL11.GL_BLEND);
       GL11.glShadeModel(GL11.GL_FLAT);
       GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
       GL11.glEnable(GL11.GL_TEXTURE_2D);
       GL11.glEnable(GL11.GL_ALPHA_TEST);
       RenderHelper.enableStandardItemLighting();
       System.out.println("Yea. It works3.");
      }
    }
    
    public void a(MapInfo mapinfo, double d, double d1, double d2, float f, float f1)
    {
    	{
    		VICEntityTeleport entitydust = (VicEntityTeleport)mapinfo;
    		float f2 = entitydust.ri;//
    		float f3 = entitydust.gi;//
    		float f4 = entitydust.bi;//
    		float f5 = entitydust.ro;//
    		float f6 = entitydust.go;//
    		float f7 = entitydust.bo;//
    		if (entitydust.renderBeam)
    		{
    			GL11.glPushMatrix();
    			renderBeam(entitydust, d, d1 - 2.5D, d2, d, d1 + 64D, d2);
    			GL11.glPopMatrix();
    		}}}}
    Everything is running smoothly but there are 0 errors, I dont understand why when I teleport, the effect does not appear, and the function is called. I want the effect to appear where the player teleported but the effect does not appear?

    This is the tool itself:




    package net.minecraft.src;
    import java.util.Random;
    public class VICEntityTeleport extends EntityThrowable
    {
    public int isThrower;
    VWhatever VWhatever = null;
    public VICEntityTeleport(World par1World, EntityLiving par2EntityLiving)
    {
    super(par1World, par2EntityLiving);
    isThrower = 0;
    VWhatever = new VWhatever(par1World);
    MapInfo toFollow;
    }
    /**
    * Called when the throwable hits a block or entity.
    */
    protected void onImpact(MovingObjectPosition par1MovingObjectPosition)
    {
    if (par1MovingObjectPosition.entityHit != null)
    {
    if (!par1MovingObjectPosition.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, thrower), 0));
    }
    for (int i = 0; i < 32; i++)
    {
    worldObj.spawnParticle("portal", posX, posY + rand.nextDouble() * 2D, posZ, rand.nextGaussian(), 0.0D, rand.nextGaussian());
    }
    if (!worldObj.isRemote)
    {
    if (thrower != null)
    {
    isThrower++;
    System.out.println("It works? int isThrower now equals: " + isThrower);
    float stuff = 9.0F;
    thrower.setPositionAndUpdate(posX, posY, posZ);
    if(par1MovingObjectPosition.entityHit != null)
    {
    System.out.println("Trying to attack an entity... Works =)");
    thrower.fallDistance = 0.0F;
    thrower.attackEntityFrom(DamageSource.fall, 1);
    }
    VWhatever.renderStar(this, stuff);
    }
    setDead();
    }
    }
    }

    Someone please be kind enough to help!

    Thanks
    Posted in: Modification Development
  • 0

    posted a message on Help-me please
    Hello

    It's hard to understand what you're saying, but I'm guessing you're trying to create a portal block that teleports you into a new demension/biome? Do you think you can say that again and try to translate it better?
    Posted in: Mods Discussion
  • 0

    posted a message on TheInstitution's Modding Tutorials + FORGE TUTS
    Hey could somebody help me?
    I have started my mod at Late March but I gave up since I knew I couldn't do it.
    I'm back and I wanna finish my tool that I started last month.

    My tool is designed to function exactly like the ender pearl, except instead of the ender men effect, it's the dragon dying render effect.


    Can someone tell me what is wrong with this? (The effect code)
    package net.minecraft.src;
    import java.util.Random;
    import org.lwjgl.opengl.GL11;
    public class VWhatever extends EntityGhast
    {
    public VWhatever(World par1World)
    {
      super(par1World);
    }
    public void renderStar(VICEntityTeleport initiator, float par2)
    {
      // super.renderEquippedItems(par1EntityDragon, par2);
      Tessellator tessellator = Tessellator.instance;
      if (initiator.isThrower > 0)
      {
       System.out.println("Yea. It works2.");
       RenderHelper.disableStandardItemLighting();
       float f = ((float) initiator.isThrower + par2) / 200F;
       float f1 = 0.0F;
       if (f > 0.8F)
       {
    		f1 = (f - 0.8F) / 0.2F;
       }
       // /////////////////////////////////////////////
       // ///////////////////////////
       Random random = new Random(432L);
       GL11.glDisable(GL11.GL_TEXTURE_2D);
       GL11.glShadeModel(GL11.GL_SMOOTH);
       GL11.glEnable(GL11.GL_BLEND);
       GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
       GL11.glDisable(GL11.GL_ALPHA_TEST);
       GL11.glEnable(GL11.GL_CULL_FACE);
       GL11.glDepthMask(false);
       GL11.glPushMatrix();
       GL11.glTranslatef(0.0F, -1F, -2F);
       // ///////////////////////////
       for (int i = 0; (float) i < ((f + f * f) / 2.0F) * 60F; i++)
       {
    		GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
    		GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
    		GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 0.0F, 1.0F);
    		GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
    		GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
    		GL11.glRotatef(random.nextFloat() * 360F + f * 90F, 0.0F, 0.0F, 1.0F);
    		tessellator.startDrawing(6);
    		float f2 = random.nextFloat() * 20F + 5F + f1 * 10F;
    		float f3 = random.nextFloat() * 2.0F + 1.0F + f1 * 2.0F;
    		tessellator.setColorRGBA_I(0xffffff, (int) (255F * (1.0F - f1)));
    		tessellator.addVertex(0.0D, 0.0D, 0.0D);
    		tessellator.setColorRGBA_I(0xff00ff, 0);
    		tessellator.addVertex(-0.86599999999999999D * (double) f3, f2, -0.5F * f3);
    		tessellator.addVertex(0.86599999999999999D * (double) f3, f2, -0.5F * f3);
    		tessellator.addVertex(0.0D, f2, 1.0F * f3);
    		tessellator.addVertex(-0.86599999999999999D * (double) f3, f2, -0.5F * f3);
    		tessellator.draw();
       }
       GL11.glPopMatrix();
       GL11.glDepthMask(true);
       GL11.glDisable(GL11.GL_CULL_FACE);
       GL11.glDisable(GL11.GL_BLEND);
       GL11.glShadeModel(GL11.GL_FLAT);
       GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
       GL11.glEnable(GL11.GL_TEXTURE_2D);
       GL11.glEnable(GL11.GL_ALPHA_TEST);
       RenderHelper.enableStandardItemLighting();
       System.out.println("Yea. It works3.");
      }
    }

    I got no errors, but the effect is not appearing when I teleport, what is missing? The code itself is working but I'm not sure if I need something to position the render effect?

    Please help
    Posted in: Tutorials
  • 0

    posted a message on Need Help With Code
    I'm not sure but try watching this video, this might have some usefull information about mob spawning:

    Good luck
    Posted in: Mods Discussion
  • 0

    posted a message on Minecraft Modding Made Easy (40+ Videos!)
    Quote from WarZ

    I dont know about that. I still have not worked with dragon classes =(


    Ok well thanks for all the help! I'll try and see what I can do starting from here.
    Posted in: Tutorials
  • 0

    posted a message on Minecraft Modding Made Easy (40+ Videos!)
    Hmm it works but I didnt see the dragon explosion beams effect? O.o, I added the VWhatever for dragon beam explosion thing, but I only saw the enderman particales?

    I looked at the debug print outs thing and I think I need to position the effect? Because the effect seemed to appear but it appeared randomly on the map?
    Posted in: Tutorials
  • 0

    posted a message on Minecraft Modding Made Easy (40+ Videos!)
    Quote from WarZ

    wait a bit. i'm working on that :D


    Really?! :D, thank you so much I love you :D
    Posted in: Tutorials
  • 0

    posted a message on Minecraft Modding Made Easy (40+ Videos!)
    Can someone help please I have been working on it for a long time and I cant play minecraft until I'm finished with this mod. Please help D:
    Posted in: Tutorials
  • 0

    posted a message on Minecraft Modding Made Easy (40+ Videos!)
    Quote from WarZ

    According to Java documentation, the default float value is 0.0F
    Try that:
    if (thrower != null)
    {
    	 float stuff = 9F;
    	 /*ur code*/
    }

    UPD:
    Will be better:
    if (thrower != null)
    {
    	 float stuff = 9.0F;
    	 /*ur code*/
    }




    The float stuff = 9 was just something random wasn't sure what to put for a float.
    A friend told me I needed a float + the eclipse told me that I need a float.
    Unforunatly it gave me the same error.

    I dont know if this is the right way all I'm trying to do is call renderStar from VWhatever. Do you know any other methods of "Activating" the effect from VWhatever?
    Posted in: Tutorials
  • 0

    posted a message on Minecraft Modding Made Easy (40+ Videos!)
    Wow you replyed fast O.o, that's a bit of hope for me :D .

    VWhatever.java:
    VWhatever is a effect like the one when you kill the dragon.


    package net.minecraft.src;
    import java.util.Random;
    import org.lwjgl.opengl.GL11;

    public class VWhatever extends EntityEnderman
    {
    public VWhatever(World par1World) {
    super(par1World);
    }
    {
    }

    public void renderStar(VICEntityTeleport par1EntityDragon, float par2)
    {
    //super.renderEquippedItems(par1EntityDragon, par2);
    Tessellator tessellator = Tessellator.instance;

    if (par1EntityDragon.field_40178_aA > 0)
    System.out.println("lol2");
    {
    RenderHelper.disableStandardItemLighting();
    float f = ((float)par1EntityDragon.field_40178_aA + par2) / 200F;
    float f1 = 0.0F;

    if (f > 0.8F)
    {
    f1 = (f - 0.8F) / 0.2F;
    }
    ///////////////////////////////////////////////
    /////////////////////////////
    Random random = new Random(432L);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glDepthMask(false);
    GL11.glPushMatrix();
    GL11.glTranslatef(0.0F, -1F, -2F);
    /////////////////////////////
    for (int i = 0; (float)i < ((f + f * f) / 2.0F) * 60F; i++)
    {
    GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 0.0F, 1.0F);
    GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(random.nextFloat() * 360F + f * 90F, 0.0F, 0.0F, 1.0F);
    tessellator.startDrawing(6);
    float f2 = random.nextFloat() * 20F + 5F + f1 * 10F;
    float f3 = random.nextFloat() * 2.0F + 1.0F + f1 * 2.0F;
    tessellator.setColorRGBA_I(0xffffff, (int)(255F * (1.0F - f1)));
    tessellator.addVertex(0.0D, 0.0D, 0.0D);
    tessellator.setColorRGBA_I(0xff00ff, 0);
    tessellator.addVertex(-0.86599999999999999D * (double)f3, f2, -0.5F * f3);
    tessellator.addVertex(0.86599999999999999D * (double)f3, f2, -0.5F * f3);
    tessellator.addVertex(0.0D, f2, 1.0F * f3);
    tessellator.addVertex(-0.86599999999999999D * (double)f3, f2, -0.5F * f3);
    tessellator.draw();
    }

    GL11.glPopMatrix();
    GL11.glDepthMask(true);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    RenderHelper.enableStandardItemLighting();
    }}}

     
     



    VICEntityTeleport: (The entity itself, which is just like the ender pearl)


    package net.minecraft.src;

    import java.util.Random;

    public class VICEntityTeleport extends EntityThrowable
    {
    public int field_40178_aA;
    VWhatever VWhatever = null;
    public VICEntityTeleport(World par1World)
    {
    super(par1World);
    field_40178_aA = 0;
    VWhatever = new VWhatever(par1World);
    }

    public VICEntityTeleport(World par1World, EntityLiving par2EntityLiving)
    {
    super(par1World, par2EntityLiving);
    }

    public VICEntityTeleport(World par1World, double par2, double par4, double par6)
    {
    super(par1World, par2, par4, par6);
    }

    /**
    * Called when the throwable hits a block or entity.
    */
    protected void onImpact(MovingObjectPosition par1MovingObjectPosition)
    {
    if (par1MovingObjectPosition.entityHit != null)
    {
    if (!par1MovingObjectPosition.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, thrower), 0));
    }

    for (int i = 0; i < 32; i++)
    {
    worldObj.spawnParticle("portal", posX, posY + rand.nextDouble() * 2D, posZ, rand.nextGaussian(), 0.0D, rand.nextGaussian());
    }

    if (!worldObj.isRemote)
    {
    if (thrower != null)
    { float stuff = 9;
    field_40178_aA++;
    thrower.setPositionAndUpdate(posX, posY, posZ);
    thrower.fallDistance = 0.0F;
    thrower.attackEntityFrom(DamageSource.fall, 1);
    VWhatever.renderStar(this, stuff);
    System.out.println("lol");
    }

    setDead();
    }
    }
    }
    Posted in: Tutorials
  • 0

    posted a message on Minecraft Modding Made Easy (40+ Videos!)
    Hey I'm having a problem with an Entity just like the Ender Pearl


    if (!worldObj.isRemote)
    {
    if (thrower != null)
    { float stuff = 9;
    field_40178_aA++;
    thrower.setPositionAndUpdate(posX, posY, posZ);
    thrower.fallDistance = 0.0F;
    thrower.attackEntityFrom(DamageSource.fall, 5);
    VWhatever.renderStar(this, stuff); //<<<<<<<<< Eclipse told me to place a float here, but nothing works
    System.out.println("works");
    }

    setDead();
    }
    }
    }


    Everytime I put a float it keeps giving me this error

    Mods loaded: 2
    ModLoader 1.2.4
    mod_VicTeleport null
    Minecraft has crashed!
    ----------------------
    Minecraft has stopped running because it encountered a problem.


    --- BEGIN ERROR REPORT edc78c81 --------
    Generated 4/4/12 5:45 PM
    Minecraft: Minecraft 1.2.4
    OS: Windows 7 (amd64) version 6.1
    Java: 1.7.0_03, Oracle Corporation
    VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 5570 version 4.1.10750 Compatibility Profile Context, ATI Technologies Inc.
    java.lang.NullPointerException
    at net.minecraft.src.VICEntityTeleport.onImpact(VICEntityTeleport.java:49)
    at net.minecraft.src.EntityThrowable.onUpdate(EntityThrowable.java:239)
    at net.minecraft.src.World.updateEntityWithOptionalForce(World.java:2192)
    at net.minecraft.src.World.updateEntity(World.java:2160)
    at net.minecraft.src.World.updateEntities(World.java:2034)
    at net.minecraft.client.Minecraft.runTick(Minecraft.java:1917)
    at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:890)
    at net.minecraft.client.Minecraft.run(Minecraft.java:798)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT f372e5c3 ----------



    Please help!
    Posted in: Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    I thought float is some sort of integer O.o, I guess not. So do you know how to start up the renderStar effect or is my script again completly wrong?
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    I have found the Dragon explosion effect, and I need some help to finish it up.

    What do I need to say to "Call" The effect method?

    This is my problem:

    if (thrower != null)
    { float stuff = What do I put here?; /**What am I supposed to put instead there? I need to call the VWhateverrenderStar but I think I need an appropriate float, but I dont know which one.
    field_40178_aA++;
    thrower.setPositionAndUpdate(posX, posY, posZ);
    thrower.fallDistance = 0.0F;
    thrower.attackEntityFrom(DamageSource.fall, 1);
    VWhatever.renderStar(this, stuff); // This should work but I dont know what the float has to
    System.out.println("lol");
    }


    The spoilers below show the whole script if you really need to see.
    _____________________________________________
    The one below is the effect

    package net.minecraft.src;
    import java.util.Random;

    import org.lwjgl.opengl.GL11;

    public class VWhatever extends EntityEnderman
    {
    public VWhatever(World par1World) {
    super(par1World);
    }
    {
    }

    public void renderStar(VICEntityTeleport par1EntityDragon, float par2)
    {
    //super.renderEquippedItems(par1EntityDragon, par2);
    Tessellator tessellator = Tessellator.instance;

    if (par1EntityDragon.field_40178_aA > 0)
    System.out.println("lol2");
    {
    RenderHelper.disableStandardItemLighting();
    float f = ((float)par1EntityDragon.field_40178_aA + par2) / 200F;
    float f1 = 0.0F;

    if (f > 0.8F)
    {
    f1 = (f - 0.8F) / 0.2F;
    }
    ///////////////////////////////////////////////
    /////////////////////////////
    Random random = new Random(432L);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glDepthMask(false);
    GL11.glPushMatrix();
    GL11.glTranslatef(0.0F, -1F, -2F);
    /////////////////////////////
    for (int i = 0; (float)i < ((f + f * f) / 2.0F) * 60F; i++)
    {
    GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 0.0F, 1.0F);
    GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(random.nextFloat() * 360F + f * 90F, 0.0F, 0.0F, 1.0F);
    tessellator.startDrawing(6);
    float f2 = random.nextFloat() * 20F + 5F + f1 * 10F;
    float f3 = random.nextFloat() * 2.0F + 1.0F + f1 * 2.0F;
    tessellator.setColorRGBA_I(0xffffff, (int)(255F * (1.0F - f1)));
    tessellator.addVertex(0.0D, 0.0D, 0.0D);
    tessellator.setColorRGBA_I(0xff00ff, 0);
    tessellator.addVertex(-0.86599999999999999D * (double)f3, f2, -0.5F * f3);
    tessellator.addVertex(0.86599999999999999D * (double)f3, f2, -0.5F * f3);
    tessellator.addVertex(0.0D, f2, 1.0F * f3);
    tessellator.addVertex(-0.86599999999999999D * (double)f3, f2, -0.5F * f3);
    tessellator.draw();
    }

    GL11.glPopMatrix();
    GL11.glDepthMask(true);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    RenderHelper.enableStandardItemLighting();
    }}}




    For the script below, that is the entity that is being thrown.

    package net.minecraft.src;

    import java.util.Random;

    public class VICEntityTeleport extends EntityThrowable
    {
    public int field_40178_aA;
    VWhatever VWhatever = null;
    public VICEntityTeleport(World par1World)
    {
    super(par1World);
    field_40178_aA = 0;
    VWhatever = new VWhatever(par1World);
    }

    public VICEntityTeleport(World par1World, EntityLiving par2EntityLiving)
    {
    super(par1World, par2EntityLiving);
    }

    public VICEntityTeleport(World par1World, double par2, double par4, double par6)
    {
    super(par1World, par2, par4, par6);
    }

    /**
    * Called when the throwable hits a block or entity.
    */
    protected void onImpact(MovingObjectPosition par1MovingObjectPosition)
    {
    if (par1MovingObjectPosition.entityHit != null)
    {
    if (!par1MovingObjectPosition.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, thrower), 0));
    }

    for (int i = 0; i < 32; i++)
    {
    worldObj.spawnParticle("portal", posX, posY + rand.nextDouble() * 2D, posZ, rand.nextGaussian(), 0.0D, rand.nextGaussian());
    }

    if (!worldObj.isRemote)
    {
    if (thrower != null)
    { float stuff = What do I put here?; /**What am I supposed to put instead there? I need to call the VWhateverrenderStar but I think I need an appropriate float, but I dont know which one.
    field_40178_aA++;
    thrower.setPositionAndUpdate(posX, posY, posZ);
    thrower.fallDistance = 0.0F;
    thrower.attackEntityFrom(DamageSource.fall, 1);
    VWhatever.renderStar(this, stuff); // This should work but I dont know what the float has to
    System.out.println("lol");
    }

    setDead();
    }
    }
    }
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    I'm begging someone to post an exact line/information of the purple beam of light when you kill the ender dragon, I been doing resreach about the purple beams of light for somewhat like 20 hours :(. Please help me I am getting really frustrated, becasue it seems that the OnDeathUpdate() doesn't even have the line!!!!
    Someone help please.
    Posted in: Mapping and Modding Tutorials
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