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Ninoviski

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  1. At the ModelChicken. You will see at the method Render that it has a paramter about it beeing a child
  2. If your render means Model, it is about the EntityModel, you can see the model from the villager or chicken, it will change if it is an child See ya
  3. I dont see any stuff at RenderSabreCat, and at ModelSabreCat (we dont need to say at EntitySabreCat also...) So, what is the problem, what changes by adding at the setRotationAngles? What i think: I think that somewhere at this : this.Head.rotateAngleX = par5 / (180F / (float)Math.PI); OR Animation of EntityLiving stuff, maybe render, dont know... But where, i think that the rotate angles just tell the how much it is going to turn, not from where to where, i really dont know... In my opinion, modeling is pretty hard
  4. So, i will follow the main idea of the creator of the mod, and will use these codes Item Entity
  5. http://schwarzeszeux.tumblr.com/post/14176343101/minecraft-modeling-animation-part-2-of-x
  6. Greate fucking news, All the problem is that when i called the Entity at my Item, it set by default the weapondamage, that is 4 (too high and diferent). Now, i changed it for what i want 1F Before public int WeaponDamage . . . if (!par2World.isRemote) { par2World.spawnEntityInWorld(new EntitySpear(par2World, par3EntityPlayer, WeaponDamage)); } Now if (!par2World.isRemote) { par2World.spawnEntityInWorld(new EntitySpear(par2World, par3EntityPlayer, 1F)); } The problem is that i didnt know a lot of Java (and still dont hehe) stuff and i called the wrong param... HAHAHAHAHA i am so freaking happy it would be so good if this ended here ha, but no, the sucker makes an horizontal loop for no reason, i will take a loot at the onupdate and roation stuff, if you do know what it is about, please answer this shit. See ya, Thanks ObsequiousNewt SUCH A SIMPLE PROBLEM !!
  7. Yeaaah, that was the one you sent me, so 5 min writing an useless text
  8. There is a problem, my intention is making it a default vel, a defualt range, no by the amount of time i press the right button. The code there is right what you said, the strenght, and thats what i want too, but it changes, you can see, it says if (f == 1.0F) { entityarrow.setIsCritical(true); } Thats like the strenght that is created by the time we pull the Bow, we can see that here /** * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount */ public void onPlayerStoppedUsing... Now, we can see that when it creates the ItemArrow: EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F); That the strenght is there, so, if it is there when we refer to the Arrow, it must be an arrow par talking about it, right? Now, i will try to see in wich constructor is that param, and then change it (i think it might be that one you sent me that other day). Just to make what i said "stronger", when i create my entity ingame, it has all the time the same strenght, so that means the my "f" dont changes, so we have a "f" in my Entity Correct me if i am worng Sorry about that email, i thought it was a MP See ya
  9. There was something about ItemStack, but not with yoffset param.. The third line if(!(movingobjectposition.entityHit instanceof EntityEnderman)){ this.setDead(); this.Stack.setItemDamage(this.Stack.getItemDamage()-whatever); this.entityDropItem(this.Stack,yOffset); } I will think a little bit more, See ya
  10. When you mean vel, you mean changing the Item or the Entity? (Item, right?)
  11. So, it is just like i want, but there is one problem, its has no inertia, when i goes to, i dont know, 5 blocks far away, it falls
  12. Hello boys and girls, i am in troubble at my Model, from my awesome SabreCat https://www.dropbox.com/s/b6mbucalbbu6wfa/SabreCat.png So, as you can see, at the image, it has a 45° head, but at my Model Animation it gets buggy: The head turns too much and get at the same level as the body. My default rotation code: Head.addBox(0F, 0F, 0F, 6, 8, 7); Head.setRotationPoint(0F, 10F, -5F); ****setRotation(Head, 0.7853982F, 0F, 0F);*** My rotationAngles this.Head.rotateAngleX = par5 / (180F / (float)Math.PI); this.Head.rotateAngleY = par4 / (180F / (float)Math.PI);
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