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Posts posted by Dragonisser
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ugh, your right. Totally forgot that. It seem to spread again. I gonna reply again if it works on the server.
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I tried it with the coordinates of the block and then with the coordinates of the block that is in the range to replace.
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Hmm, it simply says false the whole time, even though standing at the position.
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Hmm, is there any way to prevent the loading of the chunks, so the water doesnt spread any further?
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Could someone explain me why my custom water loads chunks? At the updatetick method it checks if the vanilla water is next to it and replaces it with itself. Curretnly it loads every chunk while doing this and replaces everything.
You can see what i mean on my Dynmap. I never went to the dark blue area.
http://prwh.de:8125/?worldname=world&mapname=flat&zoom=3&x=669&y=64&z=478
package cobaltmod.main.blocks; import java.util.Random; import cobaltmod.entity.EntityBlueSlime; import cobaltmod.entity.EntityCobaltGuardian; import cobaltmod.entity.EntityCobaltZombie; import cobaltmod.main.api.CMApiReplace; import cobaltmod.main.api.CMContent; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.entity.Entity; import net.minecraft.entity.item.EntityItem; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Blocks; import net.minecraft.item.ItemStack; import net.minecraft.util.DamageSource; import net.minecraft.util.IIcon; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import net.minecraftforge.fluids.BlockFluidClassic; import net.minecraftforge.fluids.Fluid; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class BlockDarkWater extends BlockFluidClassic { public static BlockDarkWater instance; @SideOnly(Side.CLIENT) protected IIcon stillIcon; @SideOnly(Side.CLIENT) protected IIcon flowingIcon; public BlockDarkWater(Fluid fluid, Material material) { super(fluid, material); } @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister register) { stillIcon = register.registerIcon("mod_cobalt:darkwater_still"); flowingIcon = register.registerIcon("mod_cobalt:darkwater_flow"); } @Override public IIcon getIcon(int side, int meta) { return (side == 0 || side == 1)? stillIcon : flowingIcon; } @Override public boolean canDisplace(IBlockAccess world, int x, int y, int z) { if (world.getBlock(x, y, z).getMaterial().isLiquid()) return false; return super.canDisplace(world, x, y, z); } @Override public boolean displaceIfPossible(World world, int x, int y, int z) { if (world.getBlock(x, y, z).getMaterial().isLiquid()) return false; return super.displaceIfPossible(world, x, y, z); } public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity) { super.onEntityWalking(par1World, par2, par3, par4, par5Entity); if(par5Entity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer)par5Entity; ItemStack[] armor = player.inventory.armorInventory; if(armor[0] != null) { if(armor[0].getItem() == CMContent.cobaltboots && armor[1].getItem() == CMContent.cobaltlegs && armor[2].getItem() == CMContent.cobaltplate && armor[3].getItem() == CMContent.cobalthelmet) { return; } } } if(par5Entity instanceof EntityItem) { return; } if(par5Entity instanceof EntityCobaltZombie) { return; } if(par5Entity instanceof EntityCobaltGuardian) { return; } if(par5Entity instanceof EntityBlueSlime) { return; } par5Entity.attackEntityFrom(DamageSource.magic, 0.5F); } @Override public void updateTick(World world, int x, int y, int z, Random rand) { int quantaRemaining = quantaPerBlock - world.getBlockMetadata(x, y, z); int expQuanta = -101; // check adjacent block levels if non-source if (quantaRemaining < quantaPerBlock) { int y2 = y - densityDir; if (world.getBlock(x, y2, z ) == this || world.getBlock(x - 1, y2, z ) == this || world.getBlock(x + 1, y2, z ) == this || world.getBlock(x, y2, z - 1) == this || world.getBlock(x, y2, z + 1) == this) { expQuanta = quantaPerBlock - 1; } else { int maxQuanta = -100; maxQuanta = getLargerQuanta(world, x - 1, y, z, maxQuanta); maxQuanta = getLargerQuanta(world, x + 1, y, z, maxQuanta); maxQuanta = getLargerQuanta(world, x, y, z - 1, maxQuanta); maxQuanta = getLargerQuanta(world, x, y, z + 1, maxQuanta); expQuanta = maxQuanta - 1; } // decay calculation if (expQuanta != quantaRemaining) { quantaRemaining = expQuanta; if (expQuanta <= 0) { world.setBlock(x, y, z, Blocks.air); } else { world.setBlockMetadataWithNotify(x, y, z, quantaPerBlock - expQuanta, 3); world.scheduleBlockUpdate(x, y, z, this, tickRate); world.notifyBlocksOfNeighborChange(x, y, z, this); } } } // This is a "source" block, set meta to zero, and send a server only update else if (quantaRemaining >= quantaPerBlock) { world.setBlockMetadataWithNotify(x, y, z, 0, 2); } // Flow vertically if possible if (canDisplace(world, x, y + densityDir, z)) { flowIntoBlock(world, x, y + densityDir, z, 1); return; } // Flow outward if possible int flowMeta = quantaPerBlock - quantaRemaining + 1; if (flowMeta >= quantaPerBlock) { return; } if (isSourceBlock(world, x, y, z) || !isFlowingVertically(world, x, y, z)) { if (world.getBlock(x, y - densityDir, z) == this) { flowMeta = 1; } boolean flowTo[] = getOptimalFlowDirections(world, x, y, z); if (flowTo[0]) flowIntoBlock(world, x - 1, y, z, flowMeta); if (flowTo[1]) flowIntoBlock(world, x + 1, y, z, flowMeta); if (flowTo[2]) flowIntoBlock(world, x, y, z - 1, flowMeta); if (flowTo[3]) flowIntoBlock(world, x, y, z + 1, flowMeta); } // if (!world.isRemote) { // for (int l = 0; l < 2; ++l) { // // int i1 = x + rand.nextInt(3) - 1; // int j1 = y + rand.nextInt(5) - 3; // int k1 = z + rand.nextInt(3) - 1; // // Block spreadable = world.getBlock(i1, j1, k1); // // if (world.getChunkFromBlockCoords(x, z).isChunkLoaded) // { // if (world.getBlock(j1, y - 1, k1) != CMContent.cobaltgrass) // { // if (CMApiReplace.map.containsKey(spreadable)) // { // world.setBlock(i1, j1, k1, CMApiReplace.map.get(spreadable)); // } // } // // } // // } // } } }
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I need it for the normal stone, so the player doesnt receive the extra item, when he mines the placed block again. I guess the nbttag is the best method for that.
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Is it possible to check if the player placed the certain block hes mining currently? The leaves does something similar, so they doesnt decay, if a player placed them.
My guess was nbttags.
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Or one of your items is null.
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I want to know some cool things I could do with the players look vec.
It's not directly the player look vector, but you can stuff like this with the normal Vec3.
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Take a look at this. There some methods unnecessary, but i guess you can figure this out.
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The block:
The item:
The initilization is the same as normal. If you still have problems, im here and the guy above me too
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You could try something like that. It works perfectly on client/server
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I've been following this a little, I'm really new to modding, three days. I've been looking at code to see how to make a two block high torch. From what I can tell, I need to make a script to place a block after the base block is placed. If you have anything to share, I'd like to see it. I know how to set textures and register items and stuff. Just don't know how to make blocks with false tops that emit light.
You dont really need to make the upper block emit the light (Simply let the block you are placing emit the light. particles could also be done, if you check, if its the upper part of the plant(or torch)) When i get home, i will take a look at the DoublePlant and try to help you ^^
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Thanks alot, that was the problem
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public void spawnShockWave() { //System.out.println("Spawned"); if (this.worldObj.getClosestVulnerablePlayerToEntity(this, 10.0D) != null) { EntityLivingBase entityplayer = (EntityLivingBase) this.worldObj.getClosestVulnerablePlayerToEntity(this, 10.0D); double x = Math.sin(entityplayer.rotationYaw * Math.PI / 180) * 1.0D; double z = Math.cos(entityplayer.rotationYaw * Math.PI / 180) * 1.0D; double y = 1.0D; //System.out.println(entityplayer); double d = Math.random(); if (d < 0.2) { //System.out.println("PUSH"); entityplayer.addVelocity(x, y, z); } } }
Well this is my attempt to push the player away from a certain entity.
It gets called where //System.out.println("FIREBALL 2"); is written.(Old code, thats why it isnt written there ^^)
But nothing happens. I use the same at my windaxe:
I also tried to use EntityPlayer. I even get the variables like
- entityplayer.rotationYaw
- entityplayer
but nothing happens to me.
I added right now this "entityplayer.attackEntityFrom(DamageSource.cactus, 0.1F);" under .addVelocity() and suddenly i get thrown away.
Does someone knows why it only works when i get damaged? Or did i make a stupid mistake ?
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Hello, i need to increase player speed by 2. I tried using entity attributes but it's didn't anything.
Code, which i tried to use:
player.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(0.5D);
This is of/from coolAlias
http://www.minecraftforge.net/forum/index.php?topic=20806.20
And how i used it. Just an example
package cobaltmod.handler.event; import java.util.UUID; import net.minecraft.entity.SharedMonsterAttributes; import net.minecraft.entity.ai.attributes.AttributeModifier; import net.minecraft.entity.ai.attributes.IAttributeInstance; import net.minecraft.item.ItemStack; import cobaltmod.main.mod_cobalt; import cobaltmod.main.api.CMContent; import cpw.mods.fml.common.eventhandler.SubscribeEvent; import cpw.mods.fml.common.gameevent.TickEvent; import cpw.mods.fml.common.gameevent.TickEvent.PlayerTickEvent; public class CobaltPlayerTickEventHandler { private static final UUID cobaltspeedBootsMoveBonusUUID = UUID.fromString("36A0FC05-50EB-460B-8961-615633A6D813"); private static final AttributeModifier cobaltspeedBootsMoveBonus = (new AttributeModifier(cobaltspeedBootsMoveBonusUUID, "Cobalt Speed Boots Speed Bonus", mod_cobalt.forwardspeedboots, 2)).setSaved(false); @SuppressWarnings("unused") private boolean bootson = false; private int i = 0; @SubscribeEvent public void onPlayerTick(PlayerTickEvent event) { if (event.side.isClient() && event.phase.equals(TickEvent.Phase.START)) { IAttributeInstance movement = event.player.getEntityAttribute(SharedMonsterAttributes.movementSpeed); ItemStack[] is = event.player.inventory.armorInventory; if (is[0] != null ) { if (is[0].getItem() == CMContent.speedcobaltboots ) { this.bootson = true; if (movement.getModifier(cobaltspeedBootsMoveBonusUUID) != null) { movement.removeModifier(cobaltspeedBootsMoveBonus); } movement.applyModifier(cobaltspeedBootsMoveBonus); double d0 = event.player.worldObj.rand.nextGaussian() * 0.02D; double d1 = event.player.worldObj.rand.nextGaussian() * 0.02D; double d2 = event.player.worldObj.rand.nextGaussian() * 0.02D; double dx = event.player.posX; double dy = event.player.posY - 1.7; double dz = event.player.posZ + 0.2; this.i++; if ( (!(event.player.motionZ == 0.0) || !(event.player.motionZ == 0.0)) && !event.player.isWet() && !event.player.capabilities.isCreativeMode && !event.player.isSneaking() ) { if (this.i >= 3) { event.player.worldObj.spawnParticle("cloud", dx, dy, dz, d0, d1, d2); this.i = 0; } } else if (event.player.capabilities.isCreativeMode || this.i >= 10) { this.i = 0; } } } else { if (this.bootson = true) { this.bootson = false; movement.removeModifier(cobaltspeedBootsMoveBonus); } } } } }
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Its 32x1024 Look at water_flowing and water_still ^^
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You could also made it into the slot directly
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Do it like that:
// Worldgenerator Registration
GameRegistry.registerWorldGenerator(new WorldGenerator(), 1);
and put it in the init or even post-init
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Get the Item from a block with Item.getItemFromBlock.
uhm how do i do that can you compelte the code ? i have no idea what to do, you can use any block
this.dropItem(Item.getItemFromBlock(mod.block, 1)); This should do it ^^
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I got this:
and this in the main:
@SubscribeEvent @SideOnly(Side.CLIENT) public void textureHook(TextureStitchEvent.Post event) { if (event.map.getTextureType() == 0) { CMStuff.darkwater_fluid.setIcons(CMStuff.darkwater.getIcon(0, 0), CMStuff.darkwater.getIcon(1, 0)); } }
Ii dont know if its necessary, because i didnt checked afterwards, but i think it was for the bc tanks
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It's because of the metadata i guess, but im not sure about this ^^
[Solved] [1.8] Biome Topblock Not Working.
in Modder Support
Posted
this.topBlock = CMContent.cobaltgrass.getDefaultState();