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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Is there a way to get a mob to only spawn on a specific type of blocks, say I want it to only spawn in trees, would the getBlockId(int x, int y, int z) method in the world class be the one that could help in this.
    Posted in: Tutorials
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    posted a message on [ModLoader][1.8.1] Strength's Tutorials/Help (28/11/11) *Generation*
    Quote from gosutofeisukira



    Obviously.


    That looks so awesome..... that sheep right near the end of the vid looks at you and it almost seems like he is saying "I'm freaking out man".
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Say I made a jockey mob, and I wanted him to jump on to the player or say other mobs and just sort of ride on them and control their movement, how would I get the jockey to sit in the right spot? So far he always seems to just sit about two or a block and a half above the players head....
    Posted in: Tutorials
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    posted a message on Ч¦Ч•Ч•ЧЄ 3 Ч©ЧћЧ™ЧЁЧ”
    I say don't click on any of the links and just report it, this being his first post just makes this topic suspicious to begin with not to mention the spamming of nothing but that one single character.
    Posted in: Minecraft Tools
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    posted a message on [1.5_01] Begginers Mob Making Tutorial 2 The Modloader Way!
    Quote from rockonruup1

    what does this mean? :sad.gif::(
    == MCP v4.3 ==
    > Recompiling client...
    javac.exe -g -verbose -classpath "lib/;lib/*;jars/bin/minecraft.jar;jars/bin/jin
    put.jar;jars/bin/lwjgl.jar;jars/bin/lwjgl_util.jar" -sourcepath src/minecraft -d
    bin/minecraft src/minecraft\net\minecraft\client\*.java src/minecraft\net\minec
    raft\isom\*.java src/minecraft\net\minecraft\src\*.java conf/patches/*.java fai
    led.
    Return code : 1

    == ERRORS FOUND ==

    src\minecraft\net\minecraft\src\ModelPirate.java:15: error: cannot find symbol
    face.setPosition(0F, -4F, 0F);
    ^

    symbol: method setPosition(float,float,float)
    location: variable face of type ModelRenderer
    src\minecraft\net\minecraft\src\ModelPirate.java:19: error: cannot find symbol
    arm1.setPosition(0F, -2F, 16F);
    ^

    symbol: method setPosition(float,float,float)
    location: variable arm1 of type ModelRenderer
    src\minecraft\net\minecraft\src\ModelPirate.java:23: error: cannot find symbol
    arm2.setPosition(0F, -2F, -8F);
    ^

    symbol: method setPosition(float,float,float)
    location: variable arm2 of type ModelRenderer
    src\minecraft\net\minecraft\src\ModelPirate.java:27: error: cannot find symbol
    leg1.setPosition(0F, 14F, 0F);
    ^

    symbol: method setPosition(float,float,float)
    location: variable leg1 of type ModelRenderer
    src\minecraft\net\minecraft\src\ModelPirate.java:31: error: cannot find symbol
    leg2.setPosition(0F, 14F, 8F);
    ^

    symbol: method setPosition(float,float,float)
    location: variable leg2 of type ModelRenderer
    5 errors
    ==================

    > Done in 22.83 seconds
    > Recompiling server...


    Did you make sure to initialize your parts at the bottom or the top inside the public class ModelYourMobName section of the model file?
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    I can't seem to find the post you had at some point on code used to make the mob controllable by the player, is there any way to reverse this and make the mob control the players movement?
    Posted in: Tutorials
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    posted a message on [ModLoader][1.8.1] Strength's Tutorials/Help (28/11/11) *Generation*
    Hmmm, finally a tutorial on adding a overlay, I was trying to get my boomer mob to create a temporary puke overlay on the player if they are within distance.... would I need to make a new mod_Overlay type class, or could I just call the overlay() method in the entity file of the said mob?
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    So we can have mobs that are controlled by the player, but is it possible to make a mob that can control the player characters movements by a little bit?
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    How would one go about getting a mob to create a line between it and say the player if the player is in its line of sight? By line I mean sort of the one the fishing rod uses. It would be more of a visual effect of showing where the mob is, as I have gotten my mob to slow the players motion down when the player is within range, and within the mobs line of sight.
    Posted in: Tutorials
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    posted a message on [ModLoader]Zid's Tutorials - Not Just ModLoader[12/04/2011]
    Quote from Mine123crafter

    Would be awesome if someone can help me, I am getting this error:



    My mod_GoldLongsword.java:



    This is my mod_WeaponsXtra.java:


    That first error means you are trying to access a variable from the specifed file that is set as being private.... It being private means no outside source can try using it.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    @ inlanoche

    Yeah anything extended by one thing becomes a subclass of the thing it was extended from, that means any protected/public methods it has, the sub class can use/uses those. So you could actually make a couple of base/default classes for various types of entities you may make. The pigzombie entity/model actually extends the zombie entity/model.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from Rayvyn

    After fiddling with stuff all night and into the morning, this is as far as I have gotten. What is shown on the right is what is in game, on the left is my model.



    Can anyone help out here?

    package net.minecraft.src;
    
    public class JWorld_CrabModel extends ModelQuadruped
    {
    
    	public JWorld_CrabModel() 
        {
            super(1, 0.0F);
            body = new ModelRendererTurbo(18, 0, 64, 32);
    		body.addBox(0F, 0F, 0F, 5, 2, 4, 0);
    		body.setRotationPoint(-2F, 21F, 0F);
    		
    		body.rotateAngleX = 0F;
    		body.rotateAngleY = 0F;
    		body.rotateAngleZ = 0F;
    		
    		reye = new ModelRendererTurbo(0, 7, 64, 32);
    		reye.addBox(0F, 0F, 0F, 1, 1, 1, 0);
    		reye.setRotationPoint(-1F, 20F, 0F);
    		
    		reye.rotateAngleX = 0F;
    		reye.rotateAngleY = 0F;
    		reye.rotateAngleZ = 0F;
    		
    		leye = new ModelRendererTurbo(5, 7, 64, 32);
    		leye.addBox(0F, 0F, 0F, 1, 1, 1, 0);
    		leye.setRotationPoint(1F, 20F, 0F);
    		
    		leye.rotateAngleX = 0F;
    		leye.rotateAngleY = 0F;
    		leye.rotateAngleZ = 0F;
    		
    		leg1 = new ModelRendererTurbo(43, 6, 64, 32);
    		leg1.addBox(0F, 0.4F, 0F, 1, 3, 1, 0);
    		leg1.setRotationPoint(3F, 21F, 2F);
    		
    		leg1.rotateAngleX = -2.480262E-16F;
    		leg1.rotateAngleY = 3.141593F;
    		leg1.rotateAngleZ = 0.7807508F;
    		
    		leg2 = new ModelRendererTurbo(38, 6, 64, 32);
    		leg2.addBox(0F, 0.4F, 0F, 1, 3, 1, 0);
    		leg2.setRotationPoint(3F, 21F, 4F);
    		
    		leg2.rotateAngleX = -2.480262E-16F;
    		leg2.rotateAngleY = 3.141593F;
    		leg2.rotateAngleZ = 0.7807508F;
    		
    		leg3 = new ModelRendererTurbo(33, 6, 64, 32);
    		leg3.addBox(0F, -1F, 0F, 1, 3, 1, 0);
    		leg3.setRotationPoint(-3F, 22F, 3F);
    		
    		leg3.rotateAngleX = -3.100328E-17F;
    		leg3.rotateAngleY = 0F;
    		leg3.rotateAngleZ = 0.7807508F;
    		
    		leg4 = new ModelRendererTurbo(28, 6, 64, 32);
    		leg4.addBox(0F, -1F, 0F, 1, 3, 1, 0);
    		leg4.setRotationPoint(-3F, 22F, 1F);
    		
    		leg4.rotateAngleX = -3.100328E-17F;
    		leg4.rotateAngleY = 0F;
    		leg4.rotateAngleZ = 0.7807508F;
    		
    		claw1 = new ModelRendererTurbo(19, 6, 64, 32);
    		claw1.addBox(0F, 0F, 0F, 2, 1, 2, 0);
    		claw1.setRotationPoint(-3F, 22F, -2F);
    		
    		claw1.rotateAngleX = 0F;
    		claw1.rotateAngleY = 0F;
    		claw1.rotateAngleZ = 0F;
    		
    		claw2 = new ModelRendererTurbo(10, 6, 64, 32);
    		claw2.addBox(0F, 0F, 0F, 2, 1, 2, 0);
    		claw2.setRotationPoint(2F, 22F, -2F);
    		
    		claw2.rotateAngleX = 0F;
    		claw2.rotateAngleY = 0F;
    		claw2.rotateAngleZ = 0F;
    		
    		
    	}
    
    	public void render(float f, float f1, float f2, float f3, float f4, float f5)
    	{
    		super.render(f, f1, f2, f3, f4, f5);
    		setRotationAngles(f, f1, f2, f3, f4, f5);
    		body.render(f5);
    		reye.render(f5);
    		leye.render(f5);
    		leg1.render(f5);
    		leg2.render(f5);
    		leg3.render(f5);
    		leg4.render(f5);
    		claw1.render(f5);
    		claw2.render(f5);
    		
    	}
    
    	public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
    	{
    		super.setRotationAngles(f, f1, f2, f3, f4, f5);
    	}
    
    	//fields
    	public ModelRendererTurbo body;
    	public ModelRendererTurbo reye;
    	public ModelRendererTurbo leye;
    	public ModelRendererTurbo leg1;
    	public ModelRendererTurbo leg2;
    	public ModelRendererTurbo leg3;
    	public ModelRendererTurbo leg4;
    	public ModelRendererTurbo claw1;
    	public ModelRendererTurbo claw2;
    	
    }


    Try using extends ModelBase instead of the one you have up there, it seems like the ModelBiped or the ModelQuadruped, Like to cause some troubles with how the model looks sometimes.
    Posted in: Tutorials
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    posted a message on [Creating Mods] Chewy2014's Modding Tutorials
    Would say a tutorial on getting lighting to update in a small are be out of the question? Currently I have gotten my custom mob to change the light value on the block below them, but I can't seem to get the light to update with the mobs movement, so when it moves it leaves a trail of brighter areas....
    Posted in: Tutorials
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    posted a message on [Creating Mods] Mob Making & Modelling [08/04/2011]
    Quote from Xergz

    Please someone help me it's for a homework and if I can't do that I may not have my diploma:S


    With:
    ModLoader.AddSpawn(EntityCyclope.class, 100, EnumCreatureType.monster); That 100 is the amount that spawns in a chunk... so with both with 100 spawned in a chunk, one could be overloading the amount of mobs out and keeping the other from spawning in.

    If you are using the default spawn for mobs, they only spawn at night.... and or in caves.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    You could use the turbo model thingy for a 128x64 texture area.... but you have to download it first to be able to use them though. I wish I could figure out how lighting updating works in this game as I have gotten my mob to change the light value on the block beneath it, yet not cause the lighting to update with it.
    Posted in: Tutorials
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