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Showing content with the highest reputation on 11/06/18 in all areas

  1. This should be this.prevPosY, the.prevPosY+vy And the same for the 'x's
    1 point
  2. You shouldn't be doing this at all.
    1 point
  3. A lot of things *look* wrong to me in that code, but may not necessarily be wrong for what you're trying to do, so without making too many assumptions, I *think* that the *most likely* issue is that you should be using "partialTicks" where you're currently using "dt". In fact, "dt" isn't even declared in the code you posted, so I can't say much about it (though I assume it stands for "delta ticks"). I'd try replacing "dt" with "partialTicks". If that doesn't do what you're looking for, try posting the full code so others can have a better understanding of how it's set up. Edit 1 ====================================== I'm also pretty sure that this line: this.particleX += vx; should be in updateScreen, after the other 2 lines that are already there. Edit 2 =================================== Actually if you could post the full code that would be fantastic lol...I'd like to get a better idea of what's going on because otherwise I might be giving bad advice.
    1 point
  4. What Voidwalker meant is that if you use deltaPartialTick in drawScreen it will have the effect you want, which it sounds like you've already done. If you use it in updateScreen, it's still only running your code 20 times per second, so the interpolation won't do you any good there. It would be the same without using interpolation at all afaik. So in the end, for any smooth animation, you want drawScreen with deltaPartialTick. This means you're setting/changing the actual position, etc. (not the *drawn* position) each tick Notice here he said "each frame", meaning in drawScreen
    1 point
  5. That's what I meant by "or something". I don't think it really matters, LootTables are not a IForgeRegistryEntry and are managed separately. Currently it doesn't matter when they are added to the set. If you want - yes, you can absolutely register them in pre/init. If they ever become a IForgeRegistryEntry though I will be telling people to use the appropriate registry event :P.
    1 point
  6. I was thinking something more like this... Normal config class: import net.minecraftforge.common.config.Config; @Config(modid = YourMod.MODID) public class ClientConfig { public static int powerLevel = 9001; } CombinedConfig, the class handling the combination ofc: At this point, you should simply be able to reference CombinedConfig.powerLevel throughout the rest of your project. Or you can put a getter in CombinedConfig and make that variable private if you're worried about public access to it.
    1 point
  7. Okay I figured it out. After using all you told me I went on the forge api website and found Which allows me to do exactly what I was aiming for. Thank you guys! This now works perfectly!
    1 point
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