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ATotalGit

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Everything posted by ATotalGit

  1. Depending on how I did that, it'd be 1 to 9 chunks kept loaded per entity. I'd prefer to avoid putting too much extra stress on the server. I'm also not sure what advantage that has over loading the chunk when I need to teleport the entity. Thanks for the suggestion, though.
  2. /tp has no effect on unloaded entities (otherwise it would bring all the zombies that were in unloaded chunks to you when you did /tp @e[type=Zombie] @p) I'm currently thinking that I'll use a global database of entity data, with entries for each entity indexed by the entity's UUID. writeEntityToNBT is overridden to update this table with the entity's current coordinates when called. When the entity associated with a given UUID is summoned, I can look up the correct chunk by looking at the table to find the coordinates stored for that UUID. Then load the chunk and teleport the entity. Does this sound like a feasible approach? Also how do you load a chunk remotely? Thanks for your input.
  3. If I have an entity that was in a chunk that then unloaded, is there a way that I can move it to a loaded chunk if I have its UUID? I can't just spawn another, because the entity is supposed to be unique. If I did that, the entity in the unloaded chunk would remain and once it was loaded again, there would be two such entities. I can't load the chunk then teleport the entity because I don't know how to reliably tell which chunk the entity is in. Any suggestions?
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