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Everything posted by ScottehBoeh
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In my Vietnam mod, I have a custom biome named "Namcraft". (currently spawns in grass, sand etc.) However I'm trying to have it spawn in this custom tree type: (GRASS = Custom Leaves block called (WarBlocks.Palmleaves) (LOG = Custom Log block called (WarBlocks.Palmlog) Any idea on how I can implement custom trees? My Biome Generator: My Custom Biome Registry:
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I've created a Helicopter, Model and Renderer Works, Entity flies around etc. However I'm trying to have the entity actually drop items onto the ground. I'm wanting the entity to drop 1 item from a list every 10 seconds. Is that possible?
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Make Player Model AIM whilst holding specific item
ScottehBoeh replied to ScottehBoeh's topic in Modder Support
Tried that and it didn't work. :\ Not sure why though (Because I HAVE tried that method before). Any other solutions? -
I'm creating a Helicopter Model for my EntityHelicopter (It loads the model properly and renders properly etc) However I'm trying to have GL11 rotate a specific part of my model. Is that possible? My core sofar? I'm trying to get the model to rotate very very very fast! (Like a helicopter rotor would do)
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Make Player Model AIM whilst holding specific item
ScottehBoeh replied to ScottehBoeh's topic in Modder Support
That's not the issue. The item renders perfectly. I just want the hands to have an aiming-like action (like the Bow when you're about to shoot) -
Alrighty: I've created the model, the item and the required renderers. They all work with each other perfectly. The item also fires an arrow (A starter object that I'm using before upgrading to a custom entity) Images of Gun: The only problem I'm having is that I can not find out how to have the player look as if they're holding the weapon like an actual gun. (Using 1.7.10 Forge btw) I've heard of something called "Enum"? I'm reletively new to Modding in Minecraft (I know basics and some advanced stuff) Here's my code for Item Rifle: [nobbc]import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.entity.projectile.EntitySnowball; import net.minecraft.init.Items; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.MathHelper; import net.minecraft.util.MovingObjectPosition; import net.minecraft.util.Vec3; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowNockEvent; import net.mcheroesandgenerals.warblocks.*; public class ItemRifle extends Item { public ItemRifle() { super(); this.setFull3D(); } public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { ArrowNockEvent event = new ArrowNockEvent(par3EntityPlayer, par1ItemStack); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return event.result; } if(par3EntityPlayer.capabilities.isCreativeMode||par3EntityPlayer.inventory.hasItem(WarBlocks.itemRifleAmmo)) { par2World.playSoundAtEntity(par3EntityPlayer, "wb:weapon.rifle.shoot", 1, 1); par3EntityPlayer.inventory.consumeInventoryItem(WarBlocks.itemRifleAmmo); if (!par2World.isRemote) par2World.spawnEntityInWorld(new EntityArrow(par2World, par3EntityPlayer, ); par2World.spawnParticle("flame", 0, 0, 0, 0.0D, 0.0D, 0.0D); } return par1ItemStack; } }[/nobbc]