the code gets underlined with a red line as it doesnt like me changing static variables to non static. Is there any code that looks like it could be causing all the animations to run the same animations between 2 enemies?
My mob is suppose to spawn the heart particles when right clicked with fish but it doesn't seem to spawn them. I tested to see if the code was working and it does it just doesnt spawn the particles.
code:
public boolean interact(EntityPlayer par1EntityPlayer)
still W.I.P. I plan on starting releasing beta updates of new versions soon.
I'm also planning on stopping being lazy and working on the mod more. All that's left is the animations and the new version will be out. I'm sorry for the long waits as it really shouldn't take this long but I've had things such as work (well really just some experience), exams and stuff like that. I've also lost interest in minecraft since last year but modding still seems fun to me.
New version out soon! keep watch on the website for prereleases.
I am putting together a modpack for a server for my players. The modpack will be put on
technic. What are your requirements on modpacks? I didn't see anything on the thread.
Plus when I tried it with the mods I already have put together I got this error
game
java.lang.IllegalArgumentException: Failed to register dimension for id 20, One is already registered
So I looked into the folder that was for Paleo saw configs but there was nothing in it. Pleases help.
Thank you
not sure what version you are using but you may have to try changing a config for a different mod with a dimension and change that one. Also I'm not sure what our requirements for modpacks are but before you publish it, ask Dan_Wallace about using paleocraft for it.
Hi I made a item that when right clicked on a certain block will give me a different item. It doesn't seem to work because when I right click on the block with it it does nothing.
public boolean onItemUse(World world, int x, int y, int z, EntityPlayer entityPlayer, int par6, float par7, float par8, float par9, Block var1)
{
if(!world.isRemote)
if(var1 == Paleocraft.nest)
{
ItemStack myItemStack = new ItemStack(Paleocraft.nestbaby, 1);
EntityItem entityitem = new EntityItem(world, x, y, z, myItemStack);
entityitem.delayBeforeCanPickup = 0;
world.spawnEntityInWorld(entityitem);
}
return false;
}
0
the code gets underlined with a red line as it doesnt like me changing static variables to non static. Is there any code that looks like it could be causing all the animations to run the same animations between 2 enemies?
0
I can't see where its declared. Some things in my animhandler are declared static but changing them causes errors.
Here are my files:
AnimHandler:
.
Entity file:
Entity Model file:
Mob Animation Handler:
0
when ever the walking animations run it plays it for all entities even if they're not walking.
for example i spawn 2 of the same mob and one starts walking the 1 thats idle will play the walking animation aswell.
0
Thanks but I know about that I was confused on where I should put it.
0
How would you activate the look at animation or an attack animation?
I'm a bit confused sorry
0
Wow this looks really cool!
0
nevermind i fixed it myself but thank you
0
My mob is suppose to spawn the heart particles when right clicked with fish but it doesn't seem to spawn them. I tested to see if the code was working and it does it just doesnt spawn the particles.
code:
public boolean interact(EntityPlayer par1EntityPlayer)
{
ItemStack itemstack = par1EntityPlayer.inventory.getCurrentItem();
if (itemstack != null && itemstack.getItem() == Items.fish)
{
if (!par1EntityPlayer.capabilities.isCreativeMode)
{
--itemstack.stackSize;
}
if (itemstack.stackSize <= 0)
{
}
if (!this.worldObj.isRemote)
{
// this.setHealth(20);
((EntityPlayer) par1EntityPlayer).addChatComponentMessage(new ChatComponentTranslation("tile.feeding.quetz", new Object[0]));
this.playTameEffect(true);
return true;
}
}
return true;
}
0
Released beta 2.
Fixed the following:
-Quetzalcoatlus causing a crash when landing
-Quetzalcoatlus and Dimorphodon's land models are registered properly
-Masso runs from swimming spinosaurus
-Quetzalcoatlus doesn't take fall damage
Download here:
http://paleocraftofficial.weebly.com/downloads.html
0
you might have installed it wrong or may have an outdated forge version.
link to forge version:
http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.7.10.html
10.13.2.1277 is the version the main release uses. all forge versions above should also work for it.
Beta update uses forge version:
10.13.4.1472
you can also check our installation guide on our website:
http://paleocraftofficial.weebly.com/installation-guide.html
if you find the solution and post it here it will be very helpful aswell.
0
Check out the official website for a new beta release!:
http://paleocraftofficial.weebly.com/
Please note this is a beta update so its kinda untested and buggy.
You can view this version's changelog here:
http://pastebin.com/V9xLrpBJ
Also this version is missing the flying animations as they are still being worked on. The tail animations still need changes aswell.
0
New website better then my old website:
http://paleocraftofficial.weebly.com/
still W.I.P. I plan on starting releasing beta updates of new versions soon.
I'm also planning on stopping being lazy and working on the mod more. All that's left is the animations and the new version will be out. I'm sorry for the long waits as it really shouldn't take this long but I've had things such as work (well really just some experience), exams and stuff like that. I've also lost interest in minecraft since last year but modding still seems fun to me.
New version out soon! keep watch on the website for prereleases.
0
Download is fixed guys so u can play the stable 1.7.10 if you want on MY WEBSITE
Don't use fish's website for now on since it seems like someone redirected his website to virus websites.
Remember to run a scan if you've been on his website.
1
not sure what version you are using but you may have to try changing a config for a different mod with a dimension and change that one. Also I'm not sure what our requirements for modpacks are but before you publish it, ask Dan_Wallace about using paleocraft for it.
0