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Everything posted by Sunser

  1. Not sure to understand what you mean by pirated. The use case of my mod is basically any kind of private server targeting a specific community (I did it for my school MC server for example) where admins don't want to force the players (in this example students) to pay for an account. Students can register through a web API which creates their IG account, and then they can login IG. Does that still won't get any help?
  2. Hi, just wondering if there is a way to get identifiers for commands. What I mean is a way to get for example 'modid.command' for a given command. I've been looking into the sources but failed to find something helpful. I'm currently registering my commands with a CommandDispatcher and a LiteralArgumentBuilder. EDIT: My goal is the following: My mod forces players to register/login while inside the game (for people who wants to control who can play to their server). As long as a player is not logged in, he/she cannot use any other command. I'd like to allow admins to wr
  3. I'm trying to implement the well-known /invsee command. This is what I have done so far: @Override public void execute(MinecraftServer server, ICommandSender sender, String[] args) throws CommandException { if (args.length != 1) { throw new InvalidNumberOfArgumentsException(); } // fetch target's inventory EntityPlayerMP target = server.getPlayerList().getPlayerByUsername(args[0]); if (target == null) return; // TODO: send an error message IInventory targetInventory = target.inventory; // displaying it to sender
  4. If I've understood your problem, maybe having a look at this could be helpful. This is a Thamcraft JEI plugin.
  5. That was exactly what I was looking for. I should be fine. Thanks you !
  6. I've tried adding a huge Slowness effect to some players. This works great but they can still move by jumping. So I've been looking for the other idea but I did not find a way to make it being called every tick. I've been thinking about the onUpdate() method but I haven't found how to link my method and that. Any suggestions ? Thanks for your time.
  7. I was afraid I have to do this. Someone already recommanded it in another post. I'll take a look. Thank you both. I will update the post's status as soon as I get something functional.
  8. Hi everyone, I'm trying to prevent unlogged players to do anything. My next challenge is to prevent players from moving, but I can't find anything that satisfies me. I've been looking into EntityPlayerMP class hierachy and I've found the SPacketPlayerPosLook class, which is sent when a player wants to move. I wonder if there is a way to stop it. I've been looking from a triggered Event when a packet is sent but I did not find. I've also took a look at the doc and tried to understand how things work but I did not find yet a way to achieve it. I wonder
  9. Hello guys. I've meet an issue when working on a custom launcher for my private server. I know this is not a Java forum here but I think only you would be able to help me. I use this to know how the minecraft launcher starts a forge profile : ps -aux | grep forge This is the output I got : java -Xmx1G -XX:+UseConcMarkSweepGC -XX:-UseAdaptiveSizePolicy -Xmn128M -Djava.library.path=/home/baptiste/.minecraft/versions/1.10.2-forge1.10.2- -Dminecraft.launcher.brand=java-minecraft-launcher -Dminecraft.launcher.version=1.6.
  10. Hi all, I've been looking for way to detect when a player connect to or disconnect from a server. I was using EntityJoinWorldEvent but this is actually fired for every entity in the world, so this is not what I'm looking for. BTW, there is no EntitlyLeaveWorldEvent so I guess this is not the event I need. I've just discovered events like FMLNetworkEvent.ClientDisconnectionFromServerEvent which I think are fired on server side (at least for this one). My problem here is I got no way to find who has thrown this event. So I guessed that was not what I am looking for neither.
  11. Hi everyone, I'm trying to run a forge server using docker, but it doesn't work. - I've used the forge installer on the path of the directory I'm working in. - "java -jar forge.jar" is working in the console. - I get this error message when I'm trying to run it with docker : - I think I've added all useful files in my Docker image, but it seems I'm wrong. This is my Dockerfile : FROM openjdk:8u131-jre-alpine MAINTAINER Baptiste Chocot USER root RUN mkdir /minecraft ADD forge-1.10.2- /minecraft RUN mkdir /minecraft/libraries ADD libraries/*
  12. The difficulty for me is to find the correct java command to launch it but I've not find anything working on the web. I guess you're right. Interesting. Thanks ! I'll update this if I find anything or get stuck.
  13. I'm trying to make a simple launcher which will do itself updates, and only launches the modded version we are using on the server.
  14. Yeah I wasn't expecting something easy ahah. You're wrong. We don't want people who don't have bought Minecraft. I'm using Mojang API to check it. I've also took a look at the forge json document in versions folder, and saw those lines, but I still get an error when I try to start the forge jar file. That is why I've made a post here ahah
  15. Maybe it could be possible to override the jump method to make this ?
  16. Oh I'm just thinking, maybe while the notification is visible, you could use a MouseListener and know if the notification has been clicked or not.
  17. I think he means when the notification appears, you can open your inventory for example to make the cursor visible and then click on the notification.
  18. Hi everyone. With some friends we have been allowed to make a Minecraft server hosted by our school's server. I'm in charge of making this going well. As we want it modded and we often update mods we're playing with, I'm currently trying to make a custom launcher, which would directly start the good version of Minecraft. It has not as purpose to be distributed to public (only students from the school would have access to this server). The Client's code will be free when finished, to show I'm not stealing any personal data. I tried to respect every conditions of use for each mod we chos
  19. Great! Haven't seen this event has cancelable. Thanks again.
  20. Thanks a lot. I'll make sure I won't do it twice. Now it's working fine, but I can still see the vanilla entity being summoned and destroyed. Maybe using EntityConstructing event would be better.
  21. I've just been doing this Robertusxd. You first need an item class which will represent in inventory the projectile. It may have public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn) if you hand it to be thrown like a snowball. You will use the World.spawnEntity() function to summon your entity. Then you need an entity class which extends at least EntityThrowable. You may need a model but I'm not sure this is crucial. Finally you need a render class which extends Render<YourProjectileEntityClass> for ex
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