ss7
Forge Modder-
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Everything posted by ss7
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Hello, Yes, the mod is 1.6 and i googled and it was a feature of Minecraft 1.4.6, but the blocks were spinning also on previous versions. But that has nothing to do with that, cause i'm only rendering a EntityItem and not actually spawning it, so i can rotate it however i want. ss7
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Hello, I'm trying to render an EntityItem on top of a Block with a TESR. So far i have this: The item is perfectly rendered on top of the Block, but it's like spinning around, here is a demo video of what i mean: http://youtu.be/dicpWIgggrI?t=5s I'm trying to make a block similar to the preview video from azanor of the infusion altar from thaumcraft 4. I hope you can help me! Thanks in advance! ss7
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Hello, I think you should register the EventHandler in the FMLPreInitializationEvent. ss7
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Hello, BTW, the onCreate wasn't being called for me, when i shift-clicked the item out of the crafting table. ss7
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Hello, Same problem here, but i just named the leaves XRay-Leaves ss7
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Hello, I'm trying to make a block, that when you throw an item on it moves the item around the block on the ground and then creates a new item out of that. I've tried onEntityCollidedWithBlock and calling a function on my TileEntity and that works perfectly. But when i try to move the EntityItem with these motion vars, e.g. motionX += 1 the movement is just not smooth and it looks like the item is just teleporting. When i slow it down, it is smooth, but it's too slow for me. I'm looking for a function in EntityItem to adjust maybe the walkingSpeed, but there is no method or variable like this. I hope you can help, because it's a little tricky. ss7 ss7
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Hello, Yeah, i tried this before, but i don't know how big my entity is (mine is like a zombie), i tried 0, 0, 0, 1, 2, 1 but that doesn't worked. Also, you can't modify boudningBox, because it's final. I'm just returning that AABB.getBoudningBox(0, 0, 0, 1, 2, 1) at getCollisionBox and at getBoundingBox. ss7
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Hello, The problem is, that i don't KNOW how i can set a bounding box for a entity. I followed the entity tutorial by VSWE, but he also doesn't set a bounding box. ss7
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Hello, My bounding box for my entity isn't working properly. The entity is staying 1 block in the ground. I've tried it with entity.setSize() but that doesn't worked. Also tried with this: @Override public AxisAlignedBB getBoundingBox() { return boundingBox; } @Override public AxisAlignedBB getCollisionBox(Entity par1Entity) { return par1Entity.boundingBox; } @Override public boolean canBeCollidedWith() { return isDead == false; } ss7
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Hello, OMG! I finally solved my problem!!! It was the spawner item that was not working . I made a check for world.isRemote == false and changed the pos" things to setPositionAndUpdate(). Now it's rendering! Now i can start working on EntityAI! Thank you anyways! ss7
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Hello, Nope, it not even stops at RenderManager.instance.renderEntity(entity, par3); I've looked into the code of Trapcraft, but there's no big difference to mine: https://github.com/ProPercivalalb/Trapcraft/ ss7
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Hello, My entity is just not visible. You said, that the first renderer renders at 0, 0, 0, but how can i change where the entity renders? And the third one has a argument that is called par1ModelBase and i'm giving it my model. What's with the second? ss7
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Hello, Also tried both, as in the code of TrapCraft, but doesn't work: EntityRegistry.registerGlobalEntityID(ElectricerEntity.class, "ElectricerEntity", EntityRegistry.findGlobalUniqueEntityId()); EntityRegistry.registerModEntity(ElectricerEntity.class, "ElectricerEntity", EntityRegistry.findGlobalUniqueEntityId(), this, 80, 3, true); Also tried 3 different rendering codes: None of them are working :'(. ss7
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Hello, Nope, tried it now, but doesn't work. I use EnityRegistry.registerModEntity() instead. ss7
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Hello, OK, tried it another time, and the entity is in the list! ss7
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Hello, Thank you for your answer! Unfortunly i can't start debugging :'(. Every time i try to start it, it jumps to Class.class at line 1994 to this: throw new NoSuchMethodException(getName() + "." + name + argumentTypesToString(parameterTypes)); and it doesn't start Minecraft :'(. EDIT: Now it works, but every time i start minecraft it stops for ALL entities and i don't even have enough time to spawn my entity. ss7
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Hello, Still not working :'(. I registered the entity like this (instance is the mod instance): EntityRegistry.registerModEntity(ElectricerEntity.class, "ElectricerEntity", 0, instance, 80, 3, true); I registered the renderer like this: RenderingRegistry.registerEntityRenderingHandler(ElectricerEntity.class, new ElectricerRenderer()); ss7
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Hello, I've finally managed to make my entity work, but now it doesn't renders :'(. Here is my Entity Code: And here is my rendering code (just like VSWE did it): My model is just a standard techne model. Also my spawning code (in a item with onItemUse): It spawns, but i can't see it. Hope you can help! PS: diesieben07 are you now moderator? congratulations! Glückwunsch! ss7
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Hello, I've got a problem. I'm trying to make a mod that can freeze entities. I tried it with an event handler and the LivingUpdateEvent and setting the entity position to the lastTick position. But that doesn't work. I can't even set the position of a entity, i tried it with the x,y,z vars and with setPosition() but no luck. I've also tried world.isRemote and false. ss7
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Hello, Every time i spawn my entity the game crashes with a NullPointerException i think it has something to do with the entity health, but getMaxHealth does no longer exists: http://gw.minecraftforge.net/bewF ss7
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Hello, Thank you, but it still crashes. My entity and my renderer are registered. ss7
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Hello, Thank you for the quick answer! It is still not working with the same crash! Here my entity file: public ElectricerEntity(World par1World) { super(par1World); setSize(1, 0.5F); getNavigator().setAvoidsWater(true); tasks.addTask(1, new EntityAIWatchClosest(this, EntityPlayer.class, 6)); tasks.addTask(2, new EntityAILookIdle(this)); } @Override protected void entityInit() { } @Override protected boolean isAIEnabled() { return true; } @Override protected void func_110147_ax() { super.func_110147_ax(); func_110148_a(SharedMonsterAttributes.field_111267_a).func_111128_a(10); func_110148_a(SharedMonsterAttributes.field_111263_d).func_111128_a(0.20000000298023224); } And my render file: public class ElectricerRenderer extends RenderLiving { public ElectricerRenderer(ModelBase par1ModelBase, float par2) { super(par1ModelBase, par2); } @Override protected ResourceLocation func_110775_a(Entity entity) { return null; } } I've not made a texture yet, so i return null. One question: I've got a model, but how can i use it for rendering? ss7
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Hello, Is there a function that gets called when the data changes or should i just do if (olddata != data) ? ss7
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Hello, So should i do a world.markBlockForUpdate() each render call? And what should i put in getDescriptionPacket() and onDataPacket()? Should i just do writeToNbt() and readFromNbt()? ss7