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Coder
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Hi,
I am using lambda expressions in my mod and 1.6 won't compile it.
I can't find the value that changes the version of the compiler. Anyone knows where it is?
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On 2/5/2018 at 7:40 PM, Draco18s said:
Do remember that you can't ask for money with regards to features. It would violate the Minecraft EULA.
Yeah, it's not for that. Just making a mod with a control option that disables it.
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Just now, diesieben07 said:
How is this a "permission"? Anyways, the concept is the same:
Only way to implement this properly is to make two versions of your mod.
I see, alright I'll look into it.
Thanks
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Or even for example if you want to include "pro" features in your mod only some people can use.
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Just now, diesieben07 said:
What does this have to do with permissions? I don't think we are speaking of the thing in regards to permissions.
Probably, just a true-false boolean that tells the client if it is allowed to display something.
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25 minutes ago, diesieben07 said:
- Permission checks most likely must be done server side. The client cannot be trusted.
- If client needs to know permission information for display purposes (disable a button, etc.), send the information from server to client using a custom packet in PlayerLoggedInEvent.
What if I create a client-side visual mod for example, that changes the way a mob is rendered everywhere, not only when connecting to a server.
Should I make a toggle somewhere (like a GET request) that gives the client the green light to render it differently? I was trying to load the permissions when the client is starting.
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18 minutes ago, diesieben07 said:
Post init won't help you. Players can join and log out at any time. You need to check the permissions when the player actually tries to perform the potentially restricted action.
I know, the idea is you get a list of what you can or can't do, it saves it and disables client function accordingly.
So at the start of the client, it checks for permissions (GET request) and disables functions accordingly.
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9 minutes ago, diesieben07 said:
What is "it"?
post init
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Just now, diesieben07 said:
That won't work, there can be more than one user. At post init there are no server-side users at all.
I know, so how can I use something that executes after it finishes
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Just now, diesieben07 said:
This. Please provide more information.
I'm creating a permission system, It checks if the user has permissions to use parts of the mod or not.
My idea was to execute the permission check at post init but you can't get the user UUID at that time.
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8 hours ago, jabelar said:
Well, if you actually want to know if you're in the main screen I think you can just handle the GuiOpen event and check if it is the main screen gui. Otherwise, you can use the FML lifecycle events and assume that something like the post-init event should be after all the mods are loaded. Really depends on what you're specifically trying to do.
Post init is a little too early for me, I can't get the clients UUID when doing that at this time.
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This is possible I assume, can't find the event listener name. Basically when the client finishes initializing and goes to the main screen.
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1 hour ago, diesieben07 said:
Just in chat? Everywhere? Please clarify what exactly you want.
Just in chat, I have a tab complete function that interferes with the server, the server is showing usernames and the mod is showing something else. making a mess in chat history
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Is this possible? Just disabling the stuff the server writes as tab complete so the client does all the work?
(it's not changing stuff in the command but it does show the player list in chat for example, I want that disabled)
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I managed to find the spectator option that makes the head only visible, however, it is targetting only the client-side player. Can you target a player that is caught from the getLoadedEntityList?
Also, I am pretty sure that function only shows the head 100% visible. not half transparent. So this is probably not what I'm looking for. Looked at the teams class too for the transparency option, didn't find anything.
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1 hour ago, Draco18s said:
You will have to look at the code Minecraft uses to do what you want, then copy it for your own effect.
It looks like it has something to do with the ModelBiped class. However, when looping though players with
Quotenet.minecraft.entity.Entity o : mc.theWorld.getLoadedEntityList()
it does not have the option of getMainModel(). Should it be there or I'm missing something?
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Hi,
Is there an option to make a player half invisible client side like what happens when you are on the same team as the player and he is invisible?
setInvisible has only a true or false option so I am pretty sure that's not the answer.
Changing java version to compile lambda expressions
in Modder Support
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Doesn't work
A problem occurred evaluating root project 'Forge MDK'.