duke605
Members-
Posts
13 -
Joined
-
Last visited
Converted
-
Gender
Undisclosed
-
Personal Text
I am new!
duke605's Achievements
Tree Puncher (2/8)
0
Reputation
-
Hello, I was wondering if anyone possibly knows how to make a command that works on a server without said command being on the server. EX. a player types /open config or .open config and notepad pops up allowing then to edit a config file. I was wondering if there was a way to do this. And i want to do this without having to install anything on the server. this is strictly client side
-
BlockFishingNet TileEntityFishingNet
-
updateEntity() seems to only be giving me the remote world as well
-
Hello, I'm making a fishing net mod and have no idea what method to use for the block to deposit stuff in a nearby chest. I was using randomDisplayTick() but that was only called server side and I need it to be called both server and client side. I was looking at onUpdateTick() but that has to be set before hand and it's only called once. any ideas?
-
Oh there is nothing wrong with addInformation() unless you want to add information to a vanilla item, cause then you'll have to edit base classes
-
Hello, to whom it may concern: I want to say I have googled the shit out of it and got noting so if it exists, sorry. if you could add an information hook that would be SOOOO helpful, i actually made myself a little API so if you want to use snippets of it go right ahead Interface: IInformationAPI Class InformationAPI GuiContainer(Base file) GuiContainer (Line of code that needs adding at line 135)
-
Oh... you guys should really update the link in the releases section cause i downloaded that one, i guess thats the older version
-
Hello, A mod I made black screens when I load up, I actually know what the problem is, ModLoader has a method called addCommand() forge does not, if you could please add the method that would be WONDERFUL thanks Mod Name: Adventure Mod Link to mod: Here
-
UGH! why'd you have to say that!!!!..... I'm so going to fail math 1500... I just know it.... And well i don't really have any source code right now because i just made it spin in a circle.... but i'll explain the thaought process Okay, so in the entityturret class there is 2 variables, faceX and faceY, then in the renderturret class it takes those variables and sends them to the modelturret class to a method call "swivel" that's all i got right now
-
Hello, The title says it all but if you need more information please ask and me VERY specific of what you want to see because i never know people want when they just say, let me see your source code, you have to tell me what part of the source you want to see
-
double x= (target.boundingBox.minX + (target.boundingBox.maxX - target.boundingBox.minX) / 2D) - posX; double y = (target.boundingBox.minY + (target.boundingBox.maxY - target.boundingBox.minY) / 2D) - posY; double z = (target.boundingBox.minZ + (target.boundingBox.maxZ - target.boundingBox.minZ) / 2D) - posZ; setThrowableHeading(d, d1, d2, 1F, 0.0F); i figured it out uses notch's code, was very frustrating
-
Hello, I am making a mod that has a homing missile and im having trouble with the code, if someone could help me that would be GREAT. thanks in advance