These would be craftable and when right-clicked on the ground would spawn 1 nanobot. Exactly 1x1x1 pixels.
-When multiple nanobots meet they form together making one structure
-Specialized nanobots, combat, medical, defense, etc. For example, nanobots could form a chestplate and you would be able to wear it.
That's mainly all I've got right now, but the main point is that they are radical and ever changing forming new shapes. With their highly advanced AIs they could detect the players current condition and change to fit the needs of the player or something could go... terrible wrong.Make sure to leave any comments or suggestions you have!
Well, I don't really need those keycodes. I just need to know how I can move my entity while holding an item with set keys. I set the keys I want and put an if() for the item. Problem is I don't know how to make the keys take control of the mob. I figured out how to make the keys do what I want, don't know how to make it do that for the entity.
I looked through the files and found the keybindings for the player. But, was unable to find what makes them do what they do. Or how to apply it to my mob.
I was wanting to make my entity move with a keybind. The only probably is I don't have a clue as to how. I've already set up the keybinds for moving back, forward, left, right, and jumping. I don't know how to make them actually do anything, this is what I've got so far.
I'm wanting to have a reload of sorts for my bow. It's supposed to change the texture to that of a bow with an arrow notched, its also only supposed to work when in the player's hand. So I setup a keybinding to R and put a printout thing in the if statement. Nothing comes back so I'm not sure what my problem is.
Here is the mod_ file.
Just go to the bottom thats where the Keyboard Event is.
package net.minecraft.src;
import java.util.Map;
import net.minecraft.client.Minecraft;
public class mod_BowsPlusPlus extends BaseMod
{
public KeyBinding keyReload = new KeyBinding("keyReload", 19);
public static final Item bowRecurve = new ItemRecurveBow(600).setItemName("recurvebow");
public static int bowRecurveExt0 = ModLoader.addOverride("/gui/items.png", "/bows++/shortbow/shortbowext0.png");
public static int bowRecurveExt1 = ModLoader.addOverride("/gui/items.png", "/bows++/shortbow/shortbowext1.png");
public static int bowRecurveExt2 = ModLoader.addOverride("/gui/items.png", "/bows++/shortbow/shortbowext2.png");
public static int bowRecurveExt3 = ModLoader.addOverride("/gui/items.png", "/bows++/shortbow/shortbowext3.png");
public static final Item bowLong = new ItemLongBow(601).setItemName("longbow");
public static int bowLongExt0 = ModLoader.addOverride("/gui/items.png", "/bows++/longbow/longbowext0.png");
public static int bowLongExt1 = ModLoader.addOverride("/gui/items.png", "/bows++/longbow/longbowext1.png");
public static int bowLongExt2 = ModLoader.addOverride("/gui/items.png", "/bows++/longbow/longbowext2.png");
public static int bowLongExt3 = ModLoader.addOverride("/gui/items.png", "/bows++/longbow/longbowext3.png");
public static final Item bowCompound = new ItemCompoundBow(602).setItemName("compoundbow");
public static int bowCompoundExt0 = ModLoader.addOverride("/gui/items.png", "/bows++/compoundbow/compoundbowext0.png");
public static int bowCompoundExt1 = ModLoader.addOverride("/gui/items.png", "/bows++/compoundbow/compoundbowext1.png");
public static int bowCompoundExt2 = ModLoader.addOverride("/gui/items.png", "/bows++/compoundbow/compoundbowext2.png");
public static int bowCompoundExt3 = ModLoader.addOverride("/gui/items.png", "/bows++/compoundbow/compoundbowext3.png");
public static final Item bowRecurveExplosive = new ItemRecurveBowExplosive(613).setItemName("recurvebowexplosive");
public static final Item bowLongExplosive = new ItemLongBowExplosive(614).setItemName("longbowexplosive");
public static final Item bowCompoundExplosive = new ItemCompoundBowExplosive(615).setItemName("compoundbowexplosive");
public static final Item bowRecurveFire = new ItemRecurveBowFire(616).setItemName("recurvebowfire");
public static final Item bowLongFire = new ItemLongBowFire(617).setItemName("longbowfire");
public static final Item bowCompoundFire = new ItemCompoundBowFire(618).setItemName("compoundbowfire");
public static final Item itemFireArrow = new ItemFireArrow(610).setItemName("itemfirearrow");
public static final Item itemExplosiveArrow = new ItemExplosiveArrow(611).setItemName("itemexplosivearrow");
public void load()
{
ModLoader.setInGameHook(this, true, false);
ModLoader.registerKey(this, keyReload, true);
ModLoader.addLocalization("key.reload", "Bow Reload");
ModLoader.addName(bowRecurve, "Recurve Bow");
bowRecurve.iconIndex = ModLoader.addOverride("/gui/items.png", "/bows++/shortbow/shortbow.png");
ModLoader.addRecipe(new ItemStack(bowRecurve, 1), new Object[] {
"##$", " #$", "##$", Character.valueOf('#'), Item.stick, Character.valueOf('$'), Item.silk});
ModLoader.addName(bowLong, "Long Bow");
bowLong.iconIndex = ModLoader.addOverride("/gui/items.png", "/bows++/longbow/longbow.png");
ModLoader.addRecipe(new ItemStack(bowLong, 1), new Object[] {
"###", "# $", "#$ ", Character.valueOf('#'), Item.stick, Character.valueOf('$'), Item.silk});
ModLoader.addName(bowCompound, "Compound Bow");
bowCompound.iconIndex = ModLoader.addOverride("/gui/items.png", "/bows++/compoundbow/compoundbow.png");
ModLoader.addRecipe(new ItemStack(bowCompound, 1), new Object[] {
"###", "# $", "###", Character.valueOf('#'), Item.stick, Character.valueOf('$'), Item.silk});
ModLoader.addName(bowRecurveExplosive, "Recurve Bow Explosive");
bowRecurveExplosive.iconIndex = ModLoader.addOverride("/gui/items.png", "/bows++/shortbow/shortbowexp.png");
ModLoader.addName(bowLongExplosive, "Long Bow Explosive");
bowLongExplosive.iconIndex = ModLoader.addOverride("/gui/items.png", "/bows++/longbow/longbowexp.png");
ModLoader.addName(bowCompoundExplosive, "Compound Bow Explosive");
bowCompoundExplosive.iconIndex = ModLoader.addOverride("/gui/items.png", "/bows++/compoundbow/compoundbowexp.png");
ModLoader.addName(bowRecurveFire, "Recurve Bow Fire");
bowRecurveFire.iconIndex = ModLoader.addOverride("/gui/items.png", "/bows++/shortbow/shortbowfire.png");
ModLoader.addName(bowLongFire, "Long Bow Fire");
bowLongFire.iconIndex = ModLoader.addOverride("/gui/items.png", "/bows++/longbow/longbowfire.png");
ModLoader.addName(bowCompoundFire, "Compound Bow Fire");
bowCompoundFire.iconIndex = ModLoader.addOverride("/gui/items.png", "/bows++/compoundbow/compoundbowfire.png");
ModLoader.addName(itemFireArrow, "Fire Arrow");
itemFireArrow.iconIndex = ModLoader.addOverride("/gui/items.png", "/firearrowitem.png");
ModLoader.addRecipe(new ItemStack(itemFireArrow, 2), new Object[] {
" ^ ", " # ", " ! ", Character.valueOf('^'), Item.flintAndSteel, Character.valueOf('#'), Item.stick, Character.valueOf('!'), Item.feather});
ModLoader.addRecipe(new ItemStack(itemFireArrow, 2), new Object[] {
"^ ", "# ", "! ", Character.valueOf('^'), Item.flintAndSteel, Character.valueOf('#'), Item.stick, Character.valueOf('!'), Item.feather});
ModLoader.addRecipe(new ItemStack(itemFireArrow, 2), new Object[] {
" ^", " #", " !", Character.valueOf('^'), Item.flintAndSteel, Character.valueOf('#'), Item.stick, Character.valueOf('!'), Item.feather});
ModLoader.addName(itemExplosiveArrow, "Explosive Arrow");
itemExplosiveArrow.iconIndex = ModLoader.addOverride("/gui/items.png", "/explosivearrowitem.png");
ModLoader.addRecipe(new ItemStack(itemExplosiveArrow, 1), new Object[] {
" @ ", " # ", " ! ", Character.valueOf('@'), Item.gunpowder, Character.valueOf('#'), Item.stick, Character.valueOf('!'), Item.feather});
ModLoader.addRecipe(new ItemStack(itemExplosiveArrow, 1), new Object[] {
"@ ", "# ", "! ", Character.valueOf('@'), Item.gunpowder, Character.valueOf('#'), Item.stick, Character.valueOf('!'), Item.feather});
ModLoader.addRecipe(new ItemStack(itemExplosiveArrow, 1), new Object[] {
" @", " #", " !", Character.valueOf('@'), Item.gunpowder, Character.valueOf('#'), Item.stick, Character.valueOf('!'), Item.feather});
ModLoader.addEntityTracker(this, EntityFireArrow.class, 120, 64, 20, true);
ModLoader.addEntityTracker(this, EntityExplosiveArrow.class, 121, 64, 20, true);
}
public Entity spawnEntity(int entityId, World worldClient, double x, double y, double z)
{
switch (entityId)
{
case 120:
return new EntityFireArrow(worldClient, x, y, z);
case 121:
return new EntityExplosiveArrow(worldClient, x, y, z);
default:
return null;
}
}
public Packet23VehicleSpawn getSpawnPacket(Entity entity, int type)
{
if (entity instanceof EntityFireArrow)
return new Packet23VehicleSpawn(entity, type);
else;
if (entity instanceof EntityExplosiveArrow)
return new Packet23VehicleSpawn(entity, type);
else;
return null;
}
public void addRenderer(Map map)
{
map.put(EntityFireArrow.class, new RenderFireArrow());
map.put(EntityExplosiveArrow.class, new RenderExplosiveArrow());
}
public void KeyboardEvent(KeyBinding event, EntityPlayer par3EntityPlayer, Entity entity)
{
EntityPlayer entityplayer = (EntityPlayer)entity;
ItemStack itemstack1 = entityplayer.inventory.getCurrentItem();
if(entityplayer.isUsingItem() && itemstack1.itemID == this.bowRecurve.shiftedIndex)
{
if(event == keyReload)
{
this.bowRecurve.iconIndex = this.bowRecurveExt3;
bowReloaded = true;
System.out.println("It ran the IF statement of keyReload");
} else
{
this.bowRecurve.iconIndex = this.bowRecurveExt0;
}
}
}
public String getVersion()
{
return "Bows++ Mod V1";
}
public boolean bowReloaded;
}
I'm going to take a guess and say its appearing as a regular item is. If so if your want it too look similar to how the bow is rendered just put this here in your ItemNEWBOW(or whatever you call it) file.
public boolean isFull3D()
{
return true;
}
What that does is exactly what you see, it renders at as a 3D object. Now, if that isn't your problem you need to specify more just as ShadowS56 said.
Sorry, that there haven't been any updates since my last comment which was quite a few months ago. I am working on the map. It is currently just me at the moment though. Mitch and Nate dropped the project, because they believe that I'll never finish it. Blisslen, hasn't been on skype in long time. So, it's real slow going right now. Unfortunately, since 1.3 did not have the Mod API. This probably come out after 1.4. I'm not going into any specific release dates, since I'm now in High School. It will take ALOT longer than expected, then again it already has.
Don't worry about modding, I"m a modder I can do that. I'll work on a short demo of it. If you could link me to some proper pictures of some of the bows you listed I could maybe start and see where I can get with it.
<----- How is this? I was bored so I made this. I'm not an know-everything-about-bows guy. So I'm not quite sure whether this is a Recurve or a Shortbow. I might just make my own mod of this, mainly why I made the textures. SO, if I did make a mod of it would you consider being my consultant for it? Thats if I decide to make of course.
No penalty for messing with the portals. That would annoy the crap out of me. If you want to deactivate a nether portal, it's your diamond pickaxe, your doorway to Hell, and your loss on the spoils of war.
I agree, it was mainly just something I came up with to combat that.
Eh, no thanks. The Nether is dangerous enough by itself, we don't need invasions.
Oh come on, It would be fun. Having Ghasts blowing apart everything you've ever cared for in life. Along with Blazes burning down entire forests and Pigmen standing there completely dumbfounded. Sounds like a good time to me.
Notch included that after Jen's is done coding the AI on the NPC's that he will be working on the Nether. I really think it would be excellent to include
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These would be craftable and when right-clicked on the ground would spawn 1 nanobot. Exactly 1x1x1 pixels.
-When multiple nanobots meet they form together making one structure
-Specialized nanobots, combat, medical, defense, etc. For example, nanobots could form a chestplate and you would be able to wear it.
That's mainly all I've got right now, but the main point is that they are radical and ever changing forming new shapes. With their highly advanced AIs they could detect the players current condition and change to fit the needs of the player or something could go... terrible wrong.Make sure to leave any comments or suggestions you have!
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This is all in the mod_ file.
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Here is the mod_ file.
Just go to the bottom thats where the Keyboard Event is.
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What that does is exactly what you see, it renders at as a 3D object. Now, if that isn't your problem you need to specify more just as ShadowS56 said.
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By the way thanks!
I'm trying my hardest so hopefully it will be one of those famous adventure maps. Only time will tell!
Can't see the photos, you have to put them on a photo upload site. Can't view them from your computer on the other end of it.
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Sweet!
I agree, it was mainly just something I came up with to combat that.
I absolutely hate cheating takes the fun away from everything. And doing such a thing requires too much work.
Oh come on, It would be fun. Having Ghasts blowing apart everything you've ever cared for in life. Along with Blazes burning down entire forests and Pigmen standing there completely dumbfounded. Sounds like a good time to me.
Glad someone else thinks so!