• 1

    posted a message on Plants Vs. Zombies Mod

    Hey guys, MrModder1234 here bringing you my second mod, the Plants vs. Zombies Mod. It's not out yet, but I am working on it and hope to release it soon. Now, I know there are other PVZ mods out there, but they are small, underdeveloped, and/or abandoned/forgotten. In my mod, I am planning to add a huge dimension, plenty of Mobs/NPC's from both sides, and faction specific gear. For people who are interested, I would like some ideas on how to structure this mod. Should it be geared toward Plants vs. Zombies Garden Warfare 2, with both sides battling for domination, or more toward the traditional, Plant-dominated P.v.Z everybody knows and loves? Let me know in the comments and in the poll!


    SCREENSHOTS:


    ****MORE COMING SOON****

    Plant Grass on the left, Zombie Grass on the right.

    Plant Grass on the left, Zombie Grass on the right

    Posted in: WIP Mods
  • 0

    posted a message on Genesis Mod - Looking guys to help us (dev, texturer, sound designer, modeler...)

    Oh heck yes I can do some programming for you

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Two Entity-related questions

    FIRST QUESTION: Okay, I want to know how to make my entity explode on death. I have a vague idea of how it should work, and that it has something to do with events, but I have no experience in that at all.


    SECOND QUESTION: Let me make myself very clear. I want my warrior to hold/use a random array of custom weapons that I made. How can I do this?



    Thanks so much!

    Posted in: Modification Development
  • 0

    posted a message on VERY IMPORTANT QUESTION!

    2 Warriors attack each other

    Posted in: Modification Development
  • 0

    posted a message on VERY IMPORTANT QUESTION!

    Hello fellow modders, I was had a question concerning extending a class. Okay. Basically, what I want to know, is what methods/functions are inherited when I extend the EntityPigZombie.class. For example:


    public class EntityWarrior extends EntityPigZombie {

    "....."

    }


    What methods do I end up getting from the Zombie Pigman? I really need to know.


    Thx,

    MrModder1234


    EDIT!!: I found out if I spawn two of my mobs, they attack each other. So it seems to be overriding my AI. That cannot happen. Also, found out it gets all the zombie pigman sounds. Anything else? And how do I remove this?

    Posted in: Modification Development
  • 0

    posted a message on Making an Custom Mob Wield Random Custom Weapons
    Quote from sky_01»

    ", monospace">RenderingRegistry.registerEntityRenderingHandler takes an ", monospace">IRenderFactory argument in 1.8+. The deprecated method you are using does not work.

    Call something like this from preInit:


    RenderingRegistry.registerEntityRenderingHandler(YourEntity.class, new IRenderFactory<YourEntity>() 
    {
    	@Override
    	public Render<? super YourEntity> createRenderFor(RenderManager manager) 
    	{
    		return new YourRenderType(manager);
    	}
    });



    This will also require you to change your Rendering class header like this:

    public class YourRenderType extends RenderLiving<YourEntity> 

    Fix all the errors by using YourEntity in method parameters. You can see how I do all this in my Render class and ClientProxy.


    Look at those 2 links and you will hopefully figure out your rendering. Again, call this from the ", monospace">FMLPreInitializationEvent.


    If you had any idea how helpful this is, you would be dead. THANK YOU SO MUCH!!!! Also, apologies for being such a noob. I am just starting programming and java. So yeah :)
    Posted in: Modification Development
  • 0

    posted a message on Making an Custom Mob Wield Random Custom Weapons

    Thank you so much! Okay as for the rendering, I do it in the client proxy here:

    public class ClientProxy extends CommonProxy {
    
    	@SuppressWarnings({ "unchecked", "deprecation" })
    	@Override
    	public void registerRendering() {
    		RenderingRegistry.registerEntityRenderingHandler(EntityWarrior.class,
    				new RenderWarriorMob(Minecraft.getMinecraft().getRenderManager(), new ModelWarrior(), 0.5F));
    
    	}

    I do the registering in the Main class, here:

    @EventHandler
    	public void preInit(FMLPreInitializationEvent preInit) {
    		Main.proxy.preInit(preInit);
    		EntityRegistry.registerModEntity(EntityWarrior.class, "warrior", 0, this, 80, 3, true);
    		registerEntityEgg(EntityWarrior.class, 0xd8bb9d, 0xa63c1a);
    
    
    	}
    Posted in: Modification Development
  • 0

    posted a message on Making an Custom Mob Wield Random Custom Weapons

    Okay. I have another problem. I have registered my entity, rendered it, and it loads correctly with the tasks and stuff I set, but the model is a blank white rectangle that's about 75% of a block thin, and about the players height. I redid the model and everything, and the texture is set and in the right location. I just can't figure out what's wrong.

    Posted in: Modification Development
  • 0

    posted a message on Making an Custom Mob Wield Random Custom Weapons
    Quote from sky_01»

    Answers to your questions: yes, yes, yes, and yes.

    If you know Java at all, it is absolutely possible to make an array of items that you made. (Preferably do this after initializing them with perhaps a static Item[] in the entity class)

    In 1.8.9, add these 2 AI tasks to make your entity target whatever mob you specify (this example targets EntityZombie) :
    this.tasks.addTask(4, new EntityAIAttackOnCollide(this, EntityZombie.class, 1.0D, true));
    this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityZombie.class, true));



    Look at the code for the zombie pigman to see how it adds a gold sword on spawn. If setEquipmentBasedOnDifficulty is a 1.9+ thing, use onInitialSpawn.


    Edit: here is a link to my GolemBase class so you have an example to work off of. I extend EntityCreature there. Looking at that, I also remembered that you can add this to attack all creatures that implement IMob:

    this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityLiving.class, 0, false, true, IMob.mobSelector));



    Thank you so much! Could you give a could example on how exactly to make the array, and what should I do? Thanks again though!


    EDIT: This is not related to the subject, but could you tell me what exactly each paramater in this code block does?

    EntityRegistry.registerModEntity(EntityMyEntity.class, "warrior", 0, this, 80, 3, true);
    Posted in: Modification Development
  • 0

    posted a message on Making an Custom Mob Wield Random Custom Weapons

    Thanks, but not exactly what I need. Let my define some things for you. First, I am modding in Eclipse for Minecraft 1.8.9. Second, I would like for my warrior to hold random CUSTOM weapons, not any ordinary thing like zombies and skeletons in the game. Is it possible to create an array of custom weapons that a method can draw from....? Third, I do want my warrior to attack hostile mobs, ie Endermen, zombies, skeletons, etc. Thanks anyway though :)

    Posted in: Modification Development
  • 0

    posted a message on Making an Custom Mob Wield Random Custom Weapons

    I am developing a mod, and I want to add a warrior that will randomly wield random custom weapons from my mod. Like for instance, when spawned, this warrior would have a chance of spawning with one of my custom weapons. Say I spawn two warriors, one has a weapon called Venomstrike, the other has a Runic Axe. How would I do this? Don't worry, I know how to code the entity, but I want to know what classes I should extend and what methods should be used. Thanks for the help!

    Posted in: Modification Development
  • 0

    posted a message on warlords weapons mod 1.7.10

    Did you witness the new update?

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on warlords weapons mod 1.7.10

    For me, the amount of work I am doing right now is cake. You should see me when I'm NOT sick. lol

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on warlords weapons mod 1.7.10

    You are welcome. I am starting some more now. I am pretty sick though, which will impede my progress :(

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on warlords weapons mod 1.7.10

    Sorry, no, 1.7.10 doesnt even USE models. See, the textures in themselves are not 3D. if I just used those it would produce a flat ugly boring weapon. NOW, 1.8 utilizes things called models to render the texture in special ways and for many other functions like 3D textures. In 1.7.10, 3D textures are pretty much impossible. Sorry :(

    Posted in: Requests / Ideas For Mods
  • To post a comment, please or register a new account.