I can't figure out why you guys are getting those three errors. Two of them are being unable to find func_*** so I have to wonder if I have a different version of MCP. I'm trying everything I can think of to find out what the problem might be. The error about entityJoinedWorld really stumps me, I can't imagine why that error is being returned.
Doesn't work for me :sad.gif:
Gives some errors about fields. I tried cutting those bits out but it just gives more errors every time I fix the last batch.
It must just be a different version of MCP that doesn't have those same func_* names, I swear I'll figure this out sometime.
MCP was updated. The method entityJoinedWorld has changed to spawnEntityInWorld same as some of the functions. They now have new names and so it doesn't recognize them for some people!
My animation is screwy 1. it does the animation in the hotbar - cool. 2. it says stuck at the last texture and does not return to normal
That's because the texture it returns to after you use it actually has to be a separate image than you original texture because of the limitations of ModLoader.
As I said before I don't want to rehash the same tutorials that everyone has done, so if anyone has any requests for tutorials I'm open to them.
do you mind evaluating on the textures? I don't get what your trying to say. I have 4 bow images 2 of the same ones that are the normal sprite and the other 2 are the animations
do you mind evaluating on the textures? I don't get what your trying to say. I have 4 bow images 2 of the same ones that are the normal sprite and the other 2 are the animations
Are you asking why you need two of the same, or just how we're doing all of them?
The reason we have two of the same image is because we need one of them to reference when the item is initially loaded and the other one to reference when the item goes back to the non-animated texture. If we reference the same image in both lines of code due to the way either ModLoader or Minecraft work it won't use the image twice. It would use no image the first time and use the image only the second time in the code. I have been unable to find a way around this.
Thanks, that's definitely what I was aiming for with this guide. Although it seems like this isn't as popular as the tutorials that just give you the code to copy without learning anything...
I think it's mostly because of what you're trying to teach, not many people want to learn about bows and arrows but if they actually looked into what you are teaching it is alot more. I could use plenty of code from your tutorial for other things that have nothing to do with bows and arrows. Maybe if you made more tutorials this thread would become more popular. I am definetly looking forward to anything you are going to add.
Yeah I'm trying to teach larger things just inside of an example item / use. Although I don't see the point in making the same handful of tutorials made over and over by everyone else.
You can simply replace all the code in onItemRightClick with the code from onPlayerStoppedUsing
Gives some errors about fields. I tried cutting those bits out but it just gives more errors every time I fix the last batch.
MCP was updated. The method entityJoinedWorld has changed to spawnEntityInWorld same as some of the functions. They now have new names and so it doesn't recognize them for some people!
I'll try and find what each of them are now!
.entityJoinedWorld is now .spawnEntityInWorld
.func_40546_j().func_40544_c() is now .setFireDamage().setProjectile()
.field_35172_bP is now .arrowHitTempCounter
Hope they help :smile.gif:
That's because the texture it returns to after you use it actually has to be a separate image than you original texture because of the limitations of ModLoader.
As I said before I don't want to rehash the same tutorials that everyone has done, so if anyone has any requests for tutorials I'm open to them.
Are you asking why you need two of the same, or just how we're doing all of them?
The reason we have two of the same image is because we need one of them to reference when the item is initially loaded and the other one to reference when the item goes back to the non-animated texture. If we reference the same image in both lines of code due to the way either ModLoader or Minecraft work it won't use the image twice. It would use no image the first time and use the image only the second time in the code. I have been unable to find a way around this.
Yeah I'm trying to teach larger things just inside of an example item / use. Although I don't see the point in making the same handful of tutorials made over and over by everyone else.
Thank you for your help