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    posted a message on SUPERHEROES MOD [1.2.4] [V 1.5]

    can u PLZ UPDATE the mod

    i have just totaly lost the pasion for the mod but people insiper me to keep going i geuess if i got a lot of soport from you guys i could keep the updates going
    Posted in: Minecraft Mods
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    posted a message on TechGuy's Modding Tutorials
    i have come to a desition that i would like to give my superhero mod to techGuy. I really think it is the best for the mod you are a better coder that me if you choose to take on the mod you must alwas mention my name on the paige just by simpile saying original creater of this mod kickassmike or somthing like that. Thats only if you choose to take it on
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.4.7] More Pistons
    i have a great idea for this mod you no how stick pistons only pull back and forth one block you should make it pull back and forth lots of block with a max of like 20 or so i have been thinking of making that mod my self but i thort it would be better if you do it because you all ready have a greate pistone mod going
    Posted in: Minecraft Mods
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    posted a message on TechGuy's Modding Tutorials
    i realy need a better taming code i use the one from the wolf it is ok apart from some glitches and i also realy need to now how to make superhero always attack all villans that if you can show me how to do that it would be the best
    Posted in: Mapping and Modding Tutorials
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    posted a message on big update for my minecraft mod Superhero's mod
    i have just updated my minecraft superhero's mod
    big updatas
    superman can fly added more NCP and made the superhero's tamable

    to get to the realy paige just click on the link Superhero's mod paige
    Posted in: Mods Discussion
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    posted a message on TechGuy's Modding Tutorials
    this is my superman code and i need to now to to make hime fly close to the groung i think it has to do with the motion y

    package net.minecraft.src;

    public class Entitysuperman extends EntityFlying implements IMob
    {
    public int courseChangeCooldown;
    public double waypointX;
    public double waypointY;
    public double waypointZ;
    private Entity targetedEntity;

    /** Cooldown time between target loss and new target aquirement. */
    private int aggroCooldown;
    public int prevAttackCounter;
    public int attackCounter;

    public Entitysuperman(World par1World)
    {
    super(par1World);
    courseChangeCooldown = 0;
    texture = "/mob/superman.png";
    setSize(1.0F, 1.8F);
    moveSpeed = 0.15F;
    experienceValue = 5;
    isImmuneToFire = true;

    }




    protected void entityInit()
    {
    super.entityInit();
    dataWatcher.addObject(16, Byte.valueOf((byte)0));
    }

    public int getMaxHealth()
    {
    return 10;
    }

    /**
    * Called to update the entity's position/logic.
    */



    protected void updateEntityActionState()
    {
    if (!worldObj.isRemote && worldObj.difficultySetting == 0)
    {
    setEntityDead();
    }

    despawnEntity();
    prevAttackCounter = attackCounter;
    double d = waypointX - posX;
    double d1 = waypointY - posY;
    double d2 = waypointZ - posZ;
    double d3 = MathHelper.sqrt_double(d * d + d1 * d1 + d2 * d2);

    if (d3 < 1.0D || d3 > 60D)
    {
    waypointX = posX + (double)((rand.nextFloat() * 2.0F - 1.0F) * 16F);
    waypointY = posY + (double)((rand.nextFloat() * 2.0F - 1.0F) * 16F);
    waypointZ = posZ + (double)((rand.nextFloat() * 2.0F - 1.0F) * 16F);
    }


    {
    courseChangeCooldown += rand.nextInt(5) + 2;

    if (isCourseTraversable(waypointX, waypointY, waypointZ, d3))
    {
    motionX += (d / d3) * 0.10000000000000001D;
    motionY += (d1 / d3) * 0.1001D;
    motionZ += (d2 / d3) * 0.10000000000000001D;
    }
    else
    {
    waypointX = posX;
    waypointY = posY;
    waypointZ = posZ;

    renderYawOffset = rotationYaw = (-(float)Math.atan2(motionX, motionZ) * 180F) / (float)Math.PI;}}





    }

    /**
    * True if the ghast has an unobstructed line of travel to the waypoint.
    */
    private boolean isCourseTraversable(double par1, double par3, double par5, double par7)
    {
    double d = (waypointX - posX) / par7;
    double d1 = (waypointY - posY) / par7;
    double d2 = (waypointZ - posZ) / par7;
    AxisAlignedBB axisalignedbb = boundingBox.copy();

    for (int i = 1; (double)i < par7; i++)
    {
    axisalignedbb.offset(d, d1, d2);

    if (worldObj.getCollidingBoundingBoxes(this, axisalignedbb).size() > 0)
    {
    return false;
    }
    }

    return true;
    }

    /**
    * Returns the sound this mob makes while it's alive.
    */
    protected String getLivingSound()
    {
    return "mob.villager.default";
    }

    /**
    * Returns the sound this mob makes when it is hurt.
    */
    protected String getHurtSound()
    {
    return "mob.zombiehurt";
    }

    /**
    * Returns the sound this mob makes on death.
    */
    protected String getDeathSound()
    {
    return "mob.zombiedeath";
    }

    /**
    * Returns the item ID for the item the mob drops on death.
    */
    protected int getDropItemId()
    {
    return Item.ingotIron.shiftedIndex;
    }

    /**
    * Drop 0-2 items of this living's type
    */

    /**
    * Returns the volume for the sounds this mob makes.
    */
    protected float getSoundVolume()
    {
    return 10F;
    }



    /**
    * Will return how many at most can spawn in a chunk at once.
    */

    public int getMaxSpawnedInChunk()
    {
    return 1;
    }

    }
    Posted in: Mapping and Modding Tutorials
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    posted a message on TechGuy's Modding Tutorials
    no i instaled SPC in my minecraft.jar and yes my render was on normal and my Advanced Gl was off i dont no whats going on
    Posted in: Mapping and Modding Tutorials
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    posted a message on TechGuy's Modding Tutorials
    yes i did add
    public boolean isAIEnabled()
    {
    return true;
    }
    but when ever i run minecaft it crases after like 2 minetues in to testing
    i start single player and play then it just says saving chunks

    plz help mabey its the single playercomands messing with it
    Posted in: Mapping and Modding Tutorials
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    posted a message on TechGuy's Modding Tutorials
    how do i make entitys folow u when u hold a sertan item like when you hold wheat a pig will follow you i have
    triyed

    getNavigator().func_48664_a(true);
    float f = 0.25F;
    tasks.addTask(3, new EntityAITempt(this, 0.25F, Item.wheat.shiftedIndex, true));


    but it dousent work and the true was a false and thats dident work ether so it would be great is some one were to now
    Posted in: Mapping and Modding Tutorials
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    posted a message on how do i make a tamable mod
    i am making a mod and i need to make a tamable mob i have tryed heps of stuff even the EntityWolf class
    but i just cant get it and if you now how to make a mob if you wont to no what my mod is just click on this link http://www.minecraft...s-mod-123-v-13/

    realy need help from all those coders
    Posted in: Mods Discussion
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    posted a message on TechGuy's Modding Tutorials
    if any one is wondering how to make there mob fly this is what you do

    public class EntityGhast extends EntityFlying implements IMob

    if any one noes how to make your mob tamable i would realy wont to now i have studied the Entitywolf but i just cant get it and how do you make your mob rideable and controlable
    Posted in: Mapping and Modding Tutorials
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    posted a message on need help i need to make a tamable mob
    i am making a mod and i need to make a tamable mob i have tryed heps of stuff even the EntityWolf class
    but i just cant get it and if you now how to make a mob fly it wodent hert to no and how to make a mob rideable like a houres that would be good to and if you wont to no what my mod is just click on this link http://www.minecraftforum.net/topic/1063528-superheroes-mod-123-v-13/
    Posted in: Mods Discussion
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    posted a message on TechGuy's Modding Tutorials
    Quote from TechGuy543

    You need to add this method to your entity class as well.

    public boolean isAIEnabled()
    {
    return true;
    }

    were abouts do i put this
    public boolean isAIEnabled()
    {
    return true;
    }
    im not realy sore
    Posted in: Mapping and Modding Tutorials
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    posted a message on TechGuy's Modding Tutorials
    getNavigator().func_48673_b(true);
    tasks.addTask(0, new EntityAISwimming(this));
    tasks.addTask(1, new EntityAIBreakDoor(this));
    tasks.addTask(2, new EntityAIAttackOnCollide(this, net.minecraft.src.Entityspiderman.class, moveSpeed, false));
    tasks.addTask(3, new EntityAIAttackOnCollide(this, net.minecraft.src.EntityVillager.class, moveSpeed, true));
    tasks.addTask(4, new EntityAIMoveTwardsRestriction(this, moveSpeed));
    tasks.addTask(5, new EntityAIMoveThroughVillage(this, moveSpeed, false));
    tasks.addTask(6, new EntityAIWander(this, moveSpeed));
    tasks.addTask(7, new EntityAIWatchClosest(this, net.minecraft.src.Entityspiderman.class, 8F));
    tasks.addTask(7, new EntityAILookIdle(this));
    targetTasks.addTask(1, new EntityAIHurtByTarget(this, false));
    targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, net.minecraft.src.Entityspiderman.class, 16F, 0, true));
    targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, net.minecraft.src.EntityVillager.class, 16F, 0, false));
    this is the code i have done and it isent working i have testing it in so many ways venom just wont attack spiderman ra :( i need to post a update on my mod but i haveent added mutch need your help
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    the tamable thing dident work :( but i was just wondering if you no how to make one mob always attack another mob e.g. batman attacks joker and one more thing do u no how to make mobs fly
    Posted in: Mapping and Modding Tutorials
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