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bulldogg6404

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  1. .... well, would you look at that. I for some reason thought that RightClickItem meant it fires when they right click on an item (whatever that was supposed to mean). Thanks, that should be enough to get the ball rolling again.
  2. The only PlayerInteractEvent sub class that makes sense here (as far as I know) is RightClickBlock event, and it presents the same issue from the original post of the flowing water not being recognized as a block. The event registers fine with water source blocks, but that's not what I'm looking for. Edit: PlayerInteractEvent.RightClickBlock did not work for me with water sources either; I was mistakenly remembering the results of a different test case.
  3. I'm not sure about whether it works on flowing water, either. Since I am modifying existing tools, not adding my own, I'd need to do an @Override of the onItemRightClick method for each intended tool, correct? Is that even allowed?
  4. I am returning to modding from a four year hiatus, and I wanted to start by recreating a simple plugin I developed back then which created new behaviors for vanilla tools interacting with vanilla blocks. One such behavior in mind requires interaction with the flowing segments of water, but I can't seem to find a BlockInteractEvent that fires when a player attempts to use a tool on them. (I read somewhere that flowing water is considered a gas and not a fluid. Worst case of the imagination, I might suspect a flowing segment of water is not actually a block and is just an effect generated by one or more water source blocks.) I remember it was troublesome to implement back then, too, as I recall having to resort to checking for any right click action with an appropriate tool in hand combined with having flowing water within a few blocks of the player's line-of-sight vector, and today that feels like a bit of a cop-out approach. Are there any suggestions for a simpler and preferably more straightforward method of recognizing when a player uses a tool on flowing water? Thanks in advance!
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