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Xwaffle

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Everything posted by Xwaffle

  1. I have tried that before, but I think the issue MAY be MCPC screwin up the command.
  2. I've already got the base of it finished using Packet250 it. I need to know how I can set it up without a tile entity.
  3. I know there are radio mods out there that allow you to add an external link to a text box and it WILL play the song from online. I'd like to be able to force the songs to be set to a mp3 of my own and play it to the player serverside. I know that it may be hard without a Tile Entity wouldn't it?
  4. yeah, i've also tried that, except it literally prints out "/eco give playername number"
  5. Is there any way to more efficiently make the server run a command? Currently when I use String command = ("/eco give " + auctioner.getDisplayName() + " " + highBid); ((ServerCommandManager) MinecraftServer.getServer().executeCommand(command); It tells me that the command is not known, because the command is not vanilla minecraft i'm assumin, I do know if you manually type out the command /eco give playername number in console it does work. How would I hook this mod to work along side this bukkit plugin? String command = ("/eco give " + auctioner.getDisplayName() + " " + highBid); ((ServerCommandManager) MinecraftServer.getServer().getCommandManager()).executeCommand(BaseMod.fakePlayer, command); I've even tried setting up a fake player to run the command.
  6. Players will get to choose what character they want to be and the character will have a custom model I want to know how I can save this to the Extended Players properties? I'm assuming NBT? I was also thinking maybe I could just create a folder in the world named Characters and then it would save each Player that joins the world and what character they selected.
  7. I want my mob to have a ranged attack and then it will have a cooldown and during the cooldown I want the champion to do melee attacks, I did the Iprojectile and I tried adding both tasks to see if it will just do it but it starts melee one spawned and then it decides to go ranged and stay ranged. package leagueofcrafters.entity; import leagueofcrafters.entity.projectiles.EntityPukeball; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.IRangedAttackMob; import net.minecraft.entity.SharedMonsterAttributes; import net.minecraft.entity.ai.EntityAIArrowAttack; import net.minecraft.entity.ai.EntityAIAttackOnCollide; import net.minecraft.entity.ai.EntityAIBreakDoor; import net.minecraft.entity.ai.EntityAIHurtByTarget; import net.minecraft.entity.ai.EntityAILookIdle; import net.minecraft.entity.ai.EntityAIMoveThroughVillage; import net.minecraft.entity.ai.EntityAIMoveTowardsRestriction; import net.minecraft.entity.ai.EntityAINearestAttackableTarget; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.monster.EntityMob; import net.minecraft.entity.passive.EntityVillager; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.MathHelper; import net.minecraft.world.World; public class EntityNuNu extends EntityMob implements IRangedAttackMob { private static int timer; public EntityNuNu(World par1World) { super(par1World); this.tasks.addTask(0, new EntityAISwimming(this)); this.tasks.addTask(1, new EntityAIBreakDoor(this)); this.tasks.addTask(2, new EntityAIAttackOnCollide(this, EntityPlayer.class, 1.0D, false)); this.tasks.addTask(3, new EntityAIAttackOnCollide(this, EntityVillager.class, 1.0D, true)); this.tasks.addTask(4, new EntityAIMoveTowardsRestriction(this, 1.0D)); this.tasks.addTask(5, new EntityAIMoveThroughVillage(this, 1.0D, false)); this.tasks.addTask(6, new EntityAIWander(this, 1.0D)); this.tasks.addTask(7, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F)); this.tasks.addTask(7, new EntityAILookIdle(this)); this.tasks.addTask(2, new EntityAIArrowAttack(this, 1.0D, 60, 10.0F)); this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, true)); this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true)); this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityVillager.class, 0, false)); } @Override public boolean isAIEnabled() { return true; } @Override protected Entity findPlayerToAttack() { double d0 = 16.0D; return this.worldObj.getClosestVulnerablePlayerToEntity(this, d0); } @Override public void onLivingUpdate() { if (!this.worldObj.isRemote && this.timer > 0) { timer--; } super.onLivingUpdate(); } @Override protected void applyEntityAttributes() { super.applyEntityAttributes(); this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setAttribute(0.2D); } @Override public void attackEntityWithRangedAttack(EntityLivingBase entitylivingbase, float f) { if (timer == 0) { EntityPukeball entityPukeball = new EntityPukeball(this.worldObj, this); double d0 = entitylivingbase.posX - this.posX; double d1 = entitylivingbase.posY + (double) entitylivingbase.getEyeHeight() - entityPukeball.posY - 2; double d2 = entitylivingbase.posZ - this.posZ; float f1 = MathHelper.sqrt_double(d0 * d0 + d2 * d2) * 0.2F; entityPukeball.setThrowableHeading(d0, d1 + (double) f1, d2, 1.6F, 12.0F); this.worldObj.spawnEntityInWorld(entityPukeball); timer = 250; } else { this.targetTasks.addTask(4, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true)); this.attackEntity(entitylivingbase, f); this.attackEntityAsMob(entitylivingbase); } } protected void attackEntity(Entity par1Entity, float par2) { float f1 = this.getBrightness(1.0F); if (f1 > 0.5F && this.rand.nextInt(100) == 0) { this.entityToAttack = null; } else { if (par2 > 2.0F && par2 < 6.0F && this.rand.nextInt(10) == 0) { if (this.onGround) { double d0 = par1Entity.posX - this.posX; double d1 = par1Entity.posZ - this.posZ; float f2 = MathHelper.sqrt_double(d0 * d0 + d1 * d1); this.motionX = d0 / (double) f2 * 0.5D * 0.800000011920929D + this.motionX * 0.20000000298023224D; this.motionZ = d1 / (double) f2 * 0.5D * 0.800000011920929D + this.motionZ * 0.20000000298023224D; this.motionY = 0.4000000059604645D; } } else { super.attackEntity(par1Entity, par2); } } } }
  8. So can I make it possible so that when a player chooses my custom world type to make it so that when they create a world it can just generate the uhm world save I have?
  9. I mean a pre created world in which is loaded if the world Type is selected. So I can create a world in minecraft get the world save file and put it apart of my workspace and load it each time a new custom world type is loaded. Is that better?
  10. I want the world once created with my custom world type to use the map I have created.
  11. This would be generating the same world though I want to create a custom map that it will custom load for the world type. Any other ideas?
  12. I was wondering if i'd be able to have a map be apart of a custom world type. So I want to create a new world type available upon creating your new world and when the player creattes a world with this type selected it will create this same map every time. Is this something that can be done? I could use a bit of a push in the correct direction
  13. That's exactly what I was thinking. That I could just hook into the Ender Dragon Render class and when ever it is called just bind my custom texture.
  14. I'd like to render the Ender Dragon with a new texture. Is it possible for me to use a Forge event that every time the Ender dragon is called(constucted) I can bind my custom texxture? A little help.
  15. I'm now going to have the class just extend InventoryPlayer and override write to NBT and ReadfromNBT
  16. Here is the thing, i'm making a new inventory screen when pressing the Key f. Everything works perfect but my issue is that my items are not being saved to the Inventory, now I have no item or block to save the items to and i'm not to good at NBT. I though perhaps I want to save this to the player though i'm not sure. Alot of my class is basically a replica of InventoryPlayer, and I also need to figure out when I should be writing the nbt. Forge Event? writeToNBT is not called on IInventory either sadly. A little hellp please. Let me know what code is needed.
  17. I don't know what I should be showing.. THat's why I am here.
  18. yeah, I know it's there.. I've changed the filepath to my own, and it doesn't change a thing it's obviously not going to change by that.
  19. I made a custom Entity and a custom rod and custom Renderer using the Entity hook for a reference how can I change my bobber/hook thing into what I want it to be I noticed in RenderHook there is this.textureload("/particles.png" but that has nothing to do with my hook. Please help.
  20. WHen I used what you gave me I actually kept crashing. I made it so it would output the names of the biomes the player was in but it crashed every time its fired.
  21. Hmmm well the GUI for it will deffinitely not be what I want because that is going to tell me how they draw/make it I do want is how they get the info. Which I am going to try finding.
  22. I want to check what biome the player is in but can not seem to find it. I took at look the the BlockLeaves class because of the way they do textures but I can not seem to find how to check players biome.
  23. Alright did some tinkering and well the rod works now and it retracts, but now I have a new issue. when I run the world the first time. everything works PERFECT if I use the rod it works too, but if I close Minecraft and reopen it. The world crahes on starting the world. Caused by: java.lang.NullPointerException at pixelmon.entities.projectiles.EntityOldHook.onUpdate(EntityOldHook.java:219) at net.minecraft.world.World.updateEntityWithOptionalForce(World.java:2342) at net.minecraft.world.WorldServer.updateEntityWithOptionalForce(WorldServer.java:717) at net.minecraft.world.World.updateEntity(World.java:2304) at net.minecraft.world.World.updateEntities(World.java:2150) at net.minecraft.world.WorldServer.updateEntities(WorldServer.java:546) at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:654) Line 219 is ItemStack itemstack = this.angler.getCurrentEquippedItem();
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