static String YOUR_OWN_SKEY_NAME = "BLAH_BLAH_BLAH";
...//make your object before or after that long list of other objects already defined
public static KeyFunction YOUR_OWN_KFUNC_VAR_NAME = new KeyFunction(YOUR_OWN_SKEY_NAME){
public void dokey(UI ui,KeyEvent ev){
//THIS IS WHERE IT EXECUTES WHAT YOU WISH IT TO DO
}
};
... //find that list of funcs.add towards the bottom and add:
funcs.add(YOUR_OWN_KFUNC_VAR_NAME);
...//find the function: public static int default_key_int(String key){...} and ADD this to the big if/elseif/else statements:
//You might notice didn't follow this standard but it's easier to do it this way, i'll probably fix up my own statements at a later date
else if(key.equals(KeyFunction.YOUR_OWN_SKEY_NAME+"_INT")) {
return DEFAULT_INTEGER;
}
..//Now find the function: public static String default_key_bool(String key){ ... } (should be right under the above function)
[b]//IF your KeyBind defaults to a ASCII value where (char)key <= 127 which means it's not a special key like arrow keys
//Then you DO NOT HAVE TO DO THIS STEP[/b]
//IF your KeyBind uses one the KeyEvent.VK_SHIT only type key then you have to add this to the if/elseif statements:
if(key.equals(KeyFunction.YOUR_OWN_SKEY_NAME+"_BOOL"))
return "true";
keywdgs.add(new GKeyWdg(new Coord(0,ay),sz,this,"YOUR OWN LABEL:",KeyFunction.YOUR_OWN_KFUNC_VAR_NAME)); ay+=spacing;
teengames wrote:So to put it in the technically challanged language:
I copy the git
Compile it
Place it in a folder (what folder like what should the path be)
...and then it gets foggy is the compiled file a .jar or what kind of file would it be
Do I still launch the autohaven.jnlp and the mod is built in to run?
Ty again and can you also make the default resizeable/zoomable
Radenk wrote:Well after hours of trying to pull this shit I realized that I suck at it. Source files in Ender's client are different from the original ones (the ones in your github) so following the instructions there (add/remove certain lines) doesn't work. It'd be much appreciated if you could make some modifications to your mods so they can be easily implemented into Ender's source files, since most people including me use Ender's. I realize that this might be a workload since you'd have to modify every mod separately so there's really no pressure.
boshaw wrote:I'll start porting over what i have currently released for ender client files then post those as well. I'll still keep doing all my mods first on the default then i'll port to enders. This Key Bind should be fun to port over lol...
Tonkyhonk wrote:boshaw wrote:I'll start porting over what i have currently released for ender client files then post those as well. I'll still keep doing all my mods first on the default then i'll port to enders. This Key Bind should be fun to port over lol...
i hope you'll make it easy enough for computer illiterates such as myselfto be able to use your mods <3
will the day when we can finally easily distinguish coniferous forest tiles from broadleaf forest tiles come with your mod?
burgingham wrote:We are all Gato, and Gato is Delamore of course. Goons blablabla...
Caradon wrote:Gato, the anti-ghandi
Sabinati wrote:yeah we're gonna kill you gato!!!
ElGato wrote:Tonkyhonk wrote:boshaw wrote:I'll start porting over what i have currently released for ender client files then post those as well. I'll still keep doing all my mods first on the default then i'll port to enders. This Key Bind should be fun to port over lol...
i hope you'll make it easy enough for computer illiterates such as myselfto be able to use your mods <3
will the day when we can finally easily distinguish coniferous forest tiles from broadleaf forest tiles come with your mod?
I don't think we can modify tiles
boshaw wrote:I can mod it tho so you can blend colors with select tiles and /or add transparency effects to them
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