
PapaVinny
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Everything posted by PapaVinny
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[1.12.2] Checking if a player is looking at another player
PapaVinny replied to PapaVinny's topic in Modder Support
Thanks, I'll keep that in mind. But I think I want to do the client one. Seems the most accurate. Know where I can start because I'm not sure? -
[1.12.2] Checking if a player is looking at another player
PapaVinny replied to PapaVinny's topic in Modder Support
How so? I have a stamina capability for EntityPlayer's. Maybe in there? -
[1.12.2] Checking if a player is looking at another player
PapaVinny replied to PapaVinny's topic in Modder Support
@Animefan8888 This may be a weird question but is there a way to check where the player was, say, (thier ping in ms) ago? -
[1.12.2] Checking if a player is looking at another player
PapaVinny replied to PapaVinny's topic in Modder Support
I thought what I wrote does simulate ray tracing? -
[1.12.2] Checking if a player is looking at another player
PapaVinny replied to PapaVinny's topic in Modder Support
OH! If the player you attacked has their crosshair on you, they block your attack at the cost of stamina. For them, an arm swing animation goes off and it makes the appropriate sound depending on what's in their hands. -
[1.12.2] Checking if a player is looking at another player
PapaVinny replied to PapaVinny's topic in Modder Support
Thanks for responding. After the event goes off, I am trying to have that if-statement true if the player is looking at another player with their crosshair. I made this part of the mod solely server driven, the if-statement will only go true if you lead you crosshair (if the player you're looking at is moving). I have to aim where the server has its data of the player (I think). I am trying to have this if-statement true based on where the client sees the player. I think the problem falls along the same lines of how hit registration works client-side on most shooter games as far as I know. -
Hello, I implemented a way to check if the player is looking at another player. I have to lead my cross-hair because it is only server-side (checks where player is on the server instead of the client's view). Any way I can check what the player is looking at client-side without being easily hackable? Here is what I did: https://github.com/PapaVinny/HelpWithCombat/blob/master/java/mod/papavinny/swordfight/SwordfightEvents.java The aiming part comes in on line 58.
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My college courses so far never covered that, odd I know. I'll have to learn that. Printing within the constructor of the packet sends a print message. The single matching number is printed directly from that entity's handler: So I am pretty sure it's sending. handleClientPlayer doesnt seem to be going off I'll look into that.
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I'm sorry, the error was actually caused by another packet but I fixed regardless. It no longer crashes but my stamina bar is still blank. Know why that could be? I'm pretty sure it has to do with line 32 in my StamMessage class.
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Hello again diesieben07, I think cleaned up the issues you pointed out besides the SwordSoundHandler class. It seems to have issues when I take the annotation off but I will come back to that. Though, I'm trying to figure out the packets. Here is my most up-to-date work leading directly to my actual GUI class: https://github.com/PapaVinny/SwordfightPacketHelp/blob/master/java/mod/papavinny/swordfight/gui/StaminaGUI.java Problems: In the GUI class, I am trying to get the variable "stamina" to be set with setStam() method. Whenever the stamina value changes for the player, a packet will be sent from the server to the client. This happens under the regen() method in the SwordfightEvent class: https://github.com/PapaVinny/SwordfightPacketHelp/blob/master/java/mod/papavinny/swordfight/SwordfightEvents.java. Now in the StamMessage class: https://github.com/PapaVinny/SwordfightPacketHelp/blob/master/java/mod/papavinny/swordfight/network/stamina/StamMessage.java I am trying to get the handleClientSide method to use the previously mentioned setStam() method. I have tried all different methods on line 32 to no avail. Any idea why? The error message for my current tests (when a packet is sent:
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Thanks for responding so fast, If I'm understanding: So don't extend common proxy in the client proxy class? Also, are you saying to use SidedProxy in the StaminaGUI class? ClientProxy class? I don't think I'm understanding what you mean by "encapsulate access to client-only classes". Noted, will fix. Thanks, removed. Should probably initialize that within the actual method, I'm not sure. Made a while ago.
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Hello, when I attempt to launch a server with my mod from my IDE, it crashes. Launching client works fine. Here is part of the stack trace showing ClassNotFoundException: Here is where I register the class: https://github.com/PapaVinny/SwordfightOverlayHelp/blob/master/java/mod/papavinny/swordfight/Main.java Questions Do I have proxies and/or main set up correctly? Why can't my StaminaGUI class be found?
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[1.12.2] Making my stamina class hack-resistant
PapaVinny replied to PapaVinny's topic in Modder Support
Where is your CowStats class used? edit: found it, still confusing but I'll keep reading -
[1.12.2] Making my stamina class hack-resistant
PapaVinny replied to PapaVinny's topic in Modder Support
Thank you for the advice. Would you know how I would use the capability I made? That's what I've been struggling with, not understanding how to use it. -
Hello, I was told my stamina class is prone to hacking. How can I make the class more hack-resistant? I was told to make a capability but I feel like storing stamina and the cooldowns serverside would cause the server excessive stress. Here is the stamina class: https://github.com/PapaVinny/swordfightbeta1/blob/master/java/mod/papavinny/swordfight/Stamina.java Any other critiques on the rest of the mod are welcome. Appreciate any pointers (p.s. capabilities are not used in mod/ was just working on them).
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[1.12.2] Hit a player to make another player swing.
PapaVinny replied to PapaVinny's topic in Modder Support
Thank you, I'm having a hard time figuring out how to get my client to send packet to server, to a specific client. Any further help would be appreciated -
This code is supposed to make the player you hit play the swingarm animation: https://github.com/PapaVinny/ffCombat/blob/master/java/mod/papavinny/swordfight/swordfightEvents.java It does, but the other player does not see a swing animation on their screen/first person. Only the one who hit sees the player swing in multiplayer. Anyone know why that could be?
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I renamed it accordingly, thank you. And I am, I just got rid of unused classes.
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Dang that's my mc username, I'll change the filepath names. Got rid of those classes right before I uploaded, forgot about that. Thank you. ^ Sorry, I should have said that I was planning on doing something else with that. I was trying to do exactly what it said in forge documentation so that I am able to get it right. I actually want to get a sound to play in the server's world at a player's location as soon as I learned the problem. Thanks for the good feedback, the page you linked will be of great help.
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https://github.com/PapaVinny/MCSwordFightP3/tree/master/McMod/MCSwordFight/src/main/java/com/papavinny/swordfight , took off private. And I can't at the moment, messed up files missing, have to figure out how to reimport from github to eclipse. Will get back on that.
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Hello, trying to get packets to work. Here is my mod on github: https://github.com/PapaVinny/MCSwordFightP3/tree/master/McMod/MCSwordFight/src/main/java/com/papavinny/swordfight I copied directly from the forge docs, to no avail. I just get a bunch of errors without crashing. The main classes to look in are Main, Dodge, MyPacket, MyPacketHandler, and SwordFightPacketHandler. They have the everything dealing with the errors I'm getting from sending the packet in the dodge class. Also, I see that the way I called keybindings is wrong, will change.
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LOL im dying. I'm new to modding, and somewhat to java. I did that because if I make EntityPlayer = (the player) a field, the game would crash unless the declaration was in the TickEvent I encased what's within the ClientTickEvent in if(event.phase ==Phase.START). When I type KeyBinding.(Anything) I don't get the option for isKeyDown. Guessing it has something to do with that # but even when I type that it's a syntax error, same with the Tickevent#Phase, never seen that before
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[1.12.2] Looking for particular methods/ possibly events to cancel
PapaVinny replied to PapaVinny's topic in Modder Support
Thanks, was able to get some progress with this. The last thing I need to know is how would I reset the animation? Been looking all over.