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    posted a message on Favorite Weapon from a Game?
    My personal favorite is the sniper from Halo 3/Halo 3:ODST. Not the Reach sniper (that thing is so freakin' OP...literally 5 shots to kill a banshee) but the one from the best Halo IMO, Halo 3. Everything about it is just so awesome, the looks, the handling, the satisfaction getting a headshot from across the map...many nerdgasm's are caused by that gun. Easily owns any sniper in any game out there.
    Posted in: General Gaming
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    posted a message on armor is white blob instead of mine [SOLVED]
    If you play this through eclipse, they should go in "mcp62 (or whatever you have this folder named)/eclipse/Client/bin/armor"
    Posted in: Modification Development
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    posted a message on armor is white blob instead of mine [SOLVED]
    In your place with all your images, make a folder called armor and in it put stone_1 and stone_2. Those files should come from say leather_1 and leather_2 which you can edit to your hearts content (as long as it stays within the original boundaries).
    Posted in: Modification Development
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    posted a message on From Radeon HD 6750 to Intel HD 2000
    You have an H61 chipset which I believe can use the built in graphics, so plugging it into the motherboard should work...
    Posted in: Computer Science and Technology
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    posted a message on Does ANYONE know what to do about dodgy WiFi
    Quote from Normalneko4

    Oftentimes my WiFi goes out for about 5-30 minutes in an odd fashion, i can still use steam and the like, but i cant use my browsers, connection just times out, tried using different browsers, re installing adapter drivers

    Holy **** this was my same exact problem. My laptops wi-fi card was broken though (I think) so assuming you have a laptop, get it checked out.
    Posted in: Computer Science and Technology
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    posted a message on I need a code!
    Don't use the code from ItemDoor, that spawns blocks, not entities...
    Make your item similar to a bow in the fact that it uses par2World.spawnEntityInWorld() and go from there.
    Posted in: Modification Development
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    posted a message on Zelda Mobs Mod
    If they were made in techne, they have a ModelMOBNAMEHERE java generator. From there you would need to make a render class, which I don't know too much about. You're almost there tho buddy.
    Posted in: Requests / Ideas For Mods
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    posted a message on My Mod Crashes on Startup
    Well that error is saying you have a problem on line 12 in BiomeGenAlien....
    Posted in: Modification Development
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    posted a message on Looking for an experienced coder for assistance with modding
    Well you aren't gonna be able to do all that server side...half the stuff you listed is gonna have to be done client side with server side implementation such as handling/sending packets.
    Posted in: Modification Development
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    posted a message on Random GUI Drop Help
    Quote from ModsAreFun

    Thanks, it worked!

    Glad I helped!!!
    Posted in: Modification Development
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    posted a message on Minecraft DayZ Mod HELP
    Quote from 1Jamster1

    Yeah I figured that part out but how do I get the 4 extra slots on the other side to armor

    I still personally haven't figure it out yet. I'd assume you're gonna have to modify some base classes, but I'd look through like the inventory classes and stuff like that.
    Posted in: Modification Development
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    posted a message on [Tutorial] Custom Sounds and More
    Ok, so here we go with another case of the sound not playing right...
    Here is the code being initialized:
    try
            {
                Minecraft mc = ModLoader.getMinecraftInstance();
                mc.installResource("newsound/awp1.ogg", new File(mc.mcDataDir, "resources/newsound/awp1.ogg"));
                System.out.println("Sounds loaded.");
            }
            catch(Exception e)
            {
                e.printStackTrace();
                System.out.println("Failed to load sounds");
            }

    That is in the load() method, and upon starting the game (im using eclipse btw) the console prints out "Sounds loaded"

    Now here is how I am calling the sound:
    par2World.playSoundAtEntity(par3EntityPlayer, sound, 10.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 0.8F));

    This is for a gun mod, so that code is in ItemGun and one of the parameters in the constructor is String sound, in my mod_xxx I have this gun:
    public static Item sniper = new ItemGun(701, 30, 1, sniperBullet, 20, 10, 25, 40, "sniper", "awp1").setItemName("sniper").setIconCoord(0, 0);

    "awp1" is the value of the variable sound.

    I tried your lines of code to see if the file even exists, and it said it did...
    Posted in: Tutorials
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    posted a message on How to make a gun/ammo system? (ModLoader)
    Quote from Nighthawk0973

    Thanks, I'll try using this code. My only problem with the code so far is that there must be something in notchs code involving velocity to increase damage, as my zombies need 60 health just to survive more than 2 shots with a pistol lol.

    About the sound, I'm unsure, the last time I did a sound test it crashed.

    Try audiomod or this: http://www.minecraft...thout-audiomod/

    I tried using it, can't say it worked exactly, I have no way of making a proper .ogg yet. XD--I tried converting .wavs to .oggs via the save-as menu, but paulscode starting giving me errors...

    Oh yeah, for the entity thing, use this code to spawn in the entity (if using my entitybullet code)

    par2World.spawnEntityInWorld(new EntityBullet(par2World, par3EntityPlayer, damage, accuracy));

    The parameters damage and accuracy are ints, so add those parameters to the ItemGun constructor. Your ItemGun class should have 2 private ints (damage and accuracy) and the constructor should include the ints like this:
    public class ItemGun extends Item implements ITextureProvider
    {
    	private int damage;
    	private int accuracy;
    	private Item clip;
    	private int rateOfFire;
    	private int recoil;
    	private int reloadTime;
    	private int shootDelay;
    	public String type;
    	private String sound;
    	private static boolean mouseHeld;
    	private static boolean lastMouseHeld;
    
    	/**
    	 *
    	 * @param i the id of the gun
    	 * @param l damage of bullte (in half hears)
    	 * @param i1 accuracy of bullet (doesn't seem to be a factor, due to EntityBullet code
    	 * @param item bullet (or might be changed to clip) that provides ammo
    	 * @param rof rate of fire while the right mouse is being held down, doesn't do anything if rapid right click
    	 * @param j recoil of gun
    	 * @param k reload time of gun in ticks
    	 * @param p time between shots
    	 * @param type type of gun, can't seem to get this to do anything
    	 * @param s sound the gun plays, again I can't seem to get this to do anything
    	 */
    	public ItemGun(int i, int l, int i1, Item item, int rof, int j, int k, int p, String s, String s1)
    	{
    		super(i);
    		maxStackSize = 1;
    		damage = l;
    		//TODO fix the accuracy not having affect
    		accuracy = i1;
    		clip = item;
    		rateOfFire = rof;
    		recoil = j;
    		reloadTime = k;
    		shootDelay = p;
    		type = s;
    		sound = s1;
    	}


    Edit: that ITextureProvider is only if you are using forge.
    Posted in: Modification Development
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    posted a message on My Mod Crashes on Startup
    You guys are all bad at java, and I barely know it...
    Your problem lies here:
    public static final BiomeGenBase alienbiome = (new alienbiome(25)).setColor(0x000000).setBiomeName("alienbiome");

    If you read the error report, that is line 7 in mod_alienbiome and it says null pointer exception. The reason is simple. You are trying to create an instance of BiomeGenBase to generate your biome and assigning that instance to the variable alienbiome. Only problem is, new stuffhere has to be a class, new alienbiome(25) is not a class, unless you named your biome gen file alienbiome, which would be horrible naming conventions...

    Lets assume the name of your BiomeGen file was BiomeGenAlien, the proper line would be:
    public static final BiomeGenBase alienbiome = (new BiomeGenAlien(25)).setColor(0x000000).setBiomeName("alienbiome");

    Also, use eclipse, its error correction is usually helpful.
    Posted in: Modification Development
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    posted a message on Random GUI Drop Help
    Well try this code:
    @SuppressWarnings("null")
    protected void actionPerformed(GuiButton guibutton)
    	{
    		if (guibutton.id == 1)
    		{
    			minecraft.thePlayer.dropItem(Item.ingotGold.shiftedIndex, 10);
    			minecraft.displayGuiScreen(null);
    		}
    
    		if (guibutton.id == 2)
    		{
    			minecraft.thePlayer.dropItem(Item.diamond.shiftedIndex, 1);
    			minecraft.displayGuiScreen(null);
    		}
    
    		if (guibutton.id == 3)
    		{
    		 Random random = new Random(); //Random random = null doesn't let you use Random's features. Also, make sure to import java.util.Random
    		} //You forgot a bracket
    if(random.nextInt(1) == 0){
    		 minecraft.thePlayer.dropItem(Item.silk.shiftedIndex, 2);
    }
    
    if(random.nextInt(1) == 1)
    {
    minecraft.thePlayer.dropItem(Item.apple.shiftedIndex, 1);
    }
    		
    if(random.nextInt(1) == 2)
    		 {
    		 minecraft.thePlayer.dropItem(Item.diamond.shiftedIndex, 1);
    		 }
    
    if(random.nextInt(1) == 3)
    {
    minecraft.thePlayer.dropItem(Item.ingotGold.shiftedIndex, 5);
    }
    
    if(random.nextInt(1) == 4)
    {
    minecraft.thePlayer.dropItem(Item.diamond.shiftedIndex, 3);
    }
    
    if(random.nextInt(1) == 5)
    {
    minecraft.thePlayer.dropItem(Item.diamond.shiftedIndex, 5);
    }
    
    if(random.nextInt(1) == 6)
    {
    minecraft.thePlayer.dropItem(Item.ingotGold.shiftedIndex, 10);
    }
    
    if(random.nextInt(1) == 7)
    {
    minecraft.thePlayer.dropItem(Item.coal.shiftedIndex, 5);
    }
    
    if(random.nextInt(1) == 8)
    {
    minecraft.thePlayer.dropItem(Item.appleGold.shiftedIndex, 1);
    }
    
    if(random.nextInt(1) == 9)
    {
    minecraft.thePlayer.dropItem(Item.expBottle.shiftedIndex, 5);
    }
    
    if(random.nextInt(1) == 10)
    {
    minecraft.thePlayer.dropItem(Item.bowlSoup.shiftedIndex, 2);
    }
    
    minecraft.displayGuiScreen(null);
    		}
    	}

    Also, check your if statements, a random.nextInt(1) can't equal anything higher than 1...
    Posted in: Modification Development
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