calclavia
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Posts posted by calclavia
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I can see the problem is solved. Can anybody send to me (n00000000b) the code i have to use? I've got the same problem
What I did was that I made it so then once that block is placed in the world, it places a couple of invisible blocks along with it like how the door does it.
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a) have the launcher itselft render the missile and when launched stop rendering and spawn a missile to fire
b) set the bound box of the missile to zero tile out of the launcher
"set the bound box of the missile to zero tile out of the launcher" What do you mean by this? So the missile has no bounds while it's in the launcher?
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Hmm that didn't help much. That part of the code has nothing related to the rendering of the light beams. I'm trying to achieve an effect like in Thaumcraft's Singularity ball explosion thing where it uses the ender dragon dying light beam effects...
EDIT: Found it. RenderDragon.
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I'm wondering... How does the EnderDragon emit light beams when it dies? Is there a way I can use these light beams to my advantage in my mod?
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I want to spawn an entity inside of a block. This is for my mod ICBM in which I want the missile to spawn inside of a missile launcher. The problem with that is that once it spawns inside of a block, it makes the block un-interactable (can't be broken, can't be clicked or activated). Is there something I can do to the entity to have it remain inside the block but have it do no collision checks while it's in the block so people can interact with the block?
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BaseModel.render();
Look at the UE copper wire renderer as example.
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Try naming your sound files with a XXX/ before it. So for example in the tutorial "horse.whinny" is acceptable but when you added your sound files you don't have a prefix before the sound file. That might be the problem.
Also, I wrote that tutorial, so I guess it wasn't a good enough tutorial to get people to understand it...
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No, there isnt metadata specific terrain files.
You have 256 icons to deal with, no freak reason to ever need that many.
Hmm because I'm writing a code API that allows others to easily add custom versions of a block via metadata and they can't access my texture file.
Is it possible to use ModLoader.addOverride towards one of my custom created textures files?
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It would be useful, how did you gather the data?
atrain is right, I could make one myself from the various mods, but that sounds like a good way to forget some since I'm not very up to date on the major mods being played today.
overmind, make an online spreadsheet for people to input their mods block IDs into, then other devs can pick theirs accordingly based on the features added in their mod
Guys there's a list here written by OverMindDl1: http://minecraftforge.net/forum/index.php/board,57.0.html
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I just want to ask you Lex, is there a way to get a texture file from the block using ITextureProvider from the block's metadata? Would be really great if that's possible.
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I want to make a table in my forum thread and make it's width 100%. How would I do that? [table width=100%]?
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Got it to work myself. Thanks anyway.
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Yeah, Forge is the bro!
I might take a look at the UE API.
UE (http://minecraftforge.net/forum/index.php/board,50.0.html) API will only suit your mod if it uses electricity.
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It would be nice if somebody added something in to MinecraftForge to help with this sort of thing. It seems redundant that everyone has to write the same stuff from scratch. That is the case, isn't it?
That is one reason why I made the UE API which makes stuff less written from scratch. And besides, Forge already helps a lot with these things. Without Forge you'll be scrapping even more!
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Thanks
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Works. Thank you. Which keycode is for space bar?
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I'm trying to make it so then when a player presses a specific key, something happens.
@Override public void keyboardEvent(KeyBinding event)
I inherited this function from BaseMod but it's never called...
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Extend the EntityArrow class for your custom arrow class.
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I have a block that is like a gun turret. How would I be able to make the player mount onto it? Also after mounting on it, how will I be able to make the camera of the player zoom in like a sniper scope?
Edit: It's more of mounting a tile entity and not an entity, so the code for the Minecart ain't really useful...
Edit 2: I tried mounting the player onto a fake invisible entity and that worked well. Now comes the problem. I want something to happen if the mounted player right clicks on somewhere. How would I do that?
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Is there a way I can make my tile entity push-able by pistons without losing it's data inside?
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Midas should work for you
That should work for you DarkGuardsman, here's a link: http://www.minecraftforum.net/topic/252880-tool-midas-id-changer-v031-open-source/
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Or if you want, regenerate the ores but keep the structures above ground.
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I think world editor should do. And ha! Even UE uses metadata... I cant believe IC2 doesn't.
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this might help found this in net.minecraft.client
public static long[] frameTimes = new long[512];
or this
/** holds the current fps */ int fpsCounter = 0;
Thanks
Block Bounds Problem
in General Discussion
Posted
You don't need to find it. Just think of how you can achieve this. Set a bunch of blocks when the main block is placed and you're done.